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Kingdom ComeDeliverance

Every Quest, in the Order to Start It

A completionist route grouped by location so you cross the map as little as possible — based on u/MistaaIcyJ's list, expanded with steps, requirements and tips for every quest.

MainSideDLCActivityTimedNo returnExclusiveMoved
135Quests
9Parts
11Timed
4Story DLCs
Kingdom Come
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The Immersion Charter

Self-imposed habits that keep Henry feeling like Henry. Pick the ones you like — none are required.

Show the rules

Before you start

  • Hardcore Mode (new game only): no compass, no player marker on the map, and negative perks you pick. It's the biggest immersion boost, and it's harder.
  • Learn to read the map by landmarks — roads, rivers, church towers — instead of following the quest marker.

Living as Henry

  • Sleep at night in a bed you own or have rented. Eat proper meals instead of waiting for the hunger warning.
  • Wash and mend your clothes before meeting nobles. Charisma changes how people react, and a bloody Henry at Radzig's table makes no sense.
  • Save sparingly: sleep in your own bed or drink Saviour Schnapps only before genuinely risky moments.
  • Walk inside towns, carry a torch at night, and only draw a weapon when there's a reason to.

Gear that fits the story

  • Before Awakening, Henry is a penniless refugee: plain clothes and a cheap weapon, no shining plate.
  • Upgrade to real armour once Radzig takes you into service — bought, earned or taken from bandits, not stripped from honest townsfolk.
  • Keep Cuman gear for Masquerade and Nest of Vipers. Wearing it around villages otherwise makes no sense.
  • Dress for the occasion: noble clothes for Capon's errands, a habit in the monastery, hunting gear in the woods.

Travel

  • Fast travel is fair game, since time passes and ambushes happen. Still, ride the road for the big moments: the flight to Talmberg, Pribyslavitz, Vranik.
  • Don't climb cliffs on horseback or jump walls to skip a gate.

Crime & conscience

  • Steal only when Henry has a reason: the Peshek arc, charity for the refugees, or a quest. Never rob friends who helped him.
  • Let surrendering enemies flee. Don't strip unconscious townsfolk.
  • Henry is a blacksmith's son, not a killer. Keep early fights to fists and knock-outs where you can.

Pacing

  • Don't rush the main story after Awakening. The route deliberately spreads side jobs between main beats.
  • Finish timed quests in one go. They're written as urgent, so play them that way.
  • Respect NPC routines: shops in the day, nobles in the morning, rest at night.
  • Don't skip cutscenes or dialogue — that's where Henry's growth happens.

Collected from long-standing r/kingdomcome role-play advice and the KCD1 wiki. Reddit blocked live access while this guide was built, so treat these as community conventions, not hard rules.

Part 1

Prologue & Rattay

Skalitz falls, Theresa's side of the story, and quick jobs around Rattay before you report to Sir Radzig.

0 / 19 done
1

Unexpected Visit

MAINHenry's last ordinary morning in Skalitz.

Where to findStarts automatically — Henry wakes at home in Skalitz; his father Martin is at the forge.

  1. Eat breakfast, then see Martin at the forge — he needs supplies to finish Sir Radzig's sword.
  2. Help friends: join Fritz, Matthew and the lads in their prank on the German's house.
  3. Get help from friends: bring them along when you squeeze Kunesh for the money he owes.
  4. Buy the charcoal and beer, then help Martin finish the sword.
RecommendedDo both friend objectives — they set up the Skalitz friendships that matter later.
Outcome

Tutorial with no lasting branches. Joining the dung prank earns a scolding from Martin but nothing worse; skipping it costs only some early friendship flavour.

Tip

Mother's opening questions set starting stats. Answer 'They are not drunks', then 'Give me an example' to unlock Martin's Kuttenberg talk. Buy the ale last – it warms.

Immersion

Let Henry be a lazy, cocky village lad here: sleep-heavy, eager for fights and pranks. Don't strip the house or steal the charcoal; that's not yet who he is.

Reveal story outcome

Sigismund's army, Cumans included, falls on Skalitz without warning.

2

Run!

MAINFlee the burning town and warn Talmberg.

Where to findStarts automatically when the army reaches Skalitz.

  1. Grab what you can at home and take Radzig's sword.
  2. Escape the town: the gates are shut, so make for the stables.
  3. Ride for Talmberg with Cumans on your heels and warn the castle.
Outcome

Whistling to scare the Cumans off Theresa changes her later dialogue for the better. Asking Lady Stephanie for help is the cleanest escape; pleading with Robard costs reputation.

Tip

Ride without stopping – the arrow wound kills you if you dawdle. Leaving Talmberg: Stephanie points you to a guard disguise, then talk Radim into opening the gate.

Immersion

Never draw on the Cumans. At Talmberg, take only the guard kit you need for the disguise rather than raiding every chest a frightened refugee wouldn't touch.

Reveal story outcome

Henry watches his parents die and barely makes it to Talmberg.

3

Homecoming

MAINReturn to Skalitz to bury your parents.

Where to findStarts automatically at Talmberg after Run!; the road leads through Rovna to Skalitz.

  1. Leave Talmberg and follow the road through ruined Rovna to Skalitz.
  2. Get past the looters on the road without killing them — knock them down or outrun them.
  3. Reach Skalitz to bury your parents.
Role-playHenry can barely hold a sword yet — knock the looters down rather than kill them.
Outcome

Story-driven; the graveside fight plays out the same regardless. Sparing the road looters costs nothing – and the second one counts as a civilian murder if killed.

Tip

The looters crumble after a hit or two and surrender; sheathe your sword when they yield. Draw on Zbyshek and he bolts, leaving the spade.

Immersion

Walk, don't sprint, through Rovna and Skalitz and pause at the bodies. Bianca's ring is only available now – keeping it as a keepsake suits Henry; looting strangers doesn't.

Reveal story outcome

Runt's men catch Henry at Skalitz; Theresa and the Talmberg men get him out alive.

4

Ordinary Routine

DLC: A Woman's LotA Woman's Lot begins: a normal morning as Theresa.

Where to findTheresa at the Rattay Mill — ask "How did you manage to survive?" (A Woman's Lot DLC).

  1. As Theresa: weed the garden, feed the chickens and Tinker the dog.
  2. Talk to your father, then fetch nails from the blacksmith's wife.
  3. Find out what Bianca and Johanka want (this opens Cry Wolf! and Matchmaker).
  4. Report back to your father.
Role-playNo Cuman or bandit kills for all of A Woman's Lot — Theresa is fleeing, not fighting.
Outcome

Finishing every morning chore earns Father's full coin and pocket money; botching them costs reputation and cash. Confirming the dance at the end fails anything unfinished.

Tip

Do the chickens, Tinker and the weeding before speaking to Father. Wrap up Cry Wolf! and Matchmaker before agreeing to go to the dance.

Immersion

Play Theresa as a busy miller's daughter: chat with neighbours, don't loot the town. Tell Henry the beer is from you – a small, in-character nudge that also earns reputation.

5

Cry Wolf!

DLC: A Woman's LotPick belladonna for Bianca.

Where to findBianca in Skalitz, during Ordinary Routine (playing as Theresa).

  1. Bianca needs belladonna from the woods for her Saviour Schnapps.
  2. Pick the herbs; people say a wolf has been seen, so stay alert.
  3. Bring them back to Bianca.
Outcome

Give the magpie's ring to Bianca to keep her goodwill; keeping it boosts Theresa's charisma but sours Bianca. The wolf must be shot either way.

Tip

Borrow Adam's bow (with 20 arrows) by promising him a dance. When Bianca starts picking, face west – the wolf comes from that side.

Immersion

Killing a wolf is fine under the no-kills rule; it's an animal threatening a friend. Keep close to Bianca rather than wandering off to explore.

6

Matchmaker

DLC: A Woman's LotHelp Johanka get her dance invitation.

Where to findBianca / Johanka in Skalitz, during Ordinary Routine.

  1. Help Johanka get Matthias to invite her to the village dance.
  2. Optional: bring Matthias's lucky dice to Johanka.
  3. Optional: get Fritz to teach you lockpicking.
Outcome

Telling Matthias that Johanka likes him pleases everyone. Just stealing the dice completes it but leaves Matthias sore; you can still pocket the lucky die for farkle.

Tip

Ask Fritz about lockpicking – it's the easy way to get Theresa some lockpicks before the day's events.

Immersion

A friend's favour, not a heist: talk first, and only lift the die if Johanka's plan needs it.

7

The Family Silver

DLC: A Woman's LotYour father's errand at the Skalitz mill.

Where to findTheresa's father at the Skalitz mill.

  1. Talk to your father at the Skalitz mill about the family silver.
  2. Follow his instructions and the quest markers.
  3. Report back before the day ends.
Outcome

Story-driven DLC errand with no meaningful branches; completing it is required to finish Ordinary Routine.

Tip

Finish the optional Skalitz errands first; once this is done, the evening dance is the next step and agreeing to it fails anything left over.

Immersion

Theresa is covering for her family, not getting rich: take only what the task needs and keep it quiet around Janek and Jaroslav.

8

Unexpected Visit (Theresa)

DLC: A Woman's LotThe raid, through Theresa's eyes.

Where to findTheresa's father at the Skalitz mill, after the morning chores.

  1. Talk to Father; pick up the nails from the blacksmith.
  2. Optional: feed the chickens and the dog.
  3. The army arrives while you're out.
Outcome

Story-driven; the raid and its outcome are fixed. Doing the optional chores only adds flavour.

Tip

The trunk by the stove has a bandage for battered Zbyshek. Stop at the tavern – Bianca hands over a Saviour Schnapps before things go wrong.

Immersion

Do the morning chores properly; it's Theresa's last ordinary morning and the contrast with what follows is the point.

9

Thicker than Water

DLC: A Woman's LotEscape to the mines and find Samuel.

Where to findFollows Unexpected Visit (Theresa) automatically.

  1. Flee and shake off the attackers.
  2. Get to the mines and find Samuel.
  3. Optional: explore the side mineshafts.
Outcome

Story-driven. There's no knockout option for the Cuman in the mill; sneaking past him through the window is the only way to keep the no-kills rule.

Tip

Crouch, leave the looting Cuman alone and slip out through the window into the barn. A Saviour Schnapps sits in the wheelbarrow outside the collapsed southern shaft.

Immersion

Theresa is fleeing, not fighting: hug the palisade, use the dark and keep Tinker close. No looting bodies for gear she can't use anyway.

10

Ties that Bind

DLC: A Woman's LotPatch up your wounded brother.

Where to findFollows Thicker than Water, in the Skalitz mines.

  1. Treat Samuel's wounds.
  2. Gather 3 pieces of linen (or 6 bandages), 10 marigolds and water.
  3. Optional: send Tinker to "Seek!" to find things faster.
Outcome

The ending is fixed – nothing you do changes it, so don't reload to try. Scaring off the looter at the crashed wagon keeps the no-kills rule.

Tip

Water is right at the first junction inside the mine. The crashed wagon east has five marigolds and linen; pick the rest north on the east side of the road.

Immersion

Do it at night as the game sets it; move between cover. Franta's plea for mercy is optional – refusing fits a Theresa who isn't a killer.

11

Aftermath

DLC: A Woman's LotSearch the ruins for survivors with Tinker.

Where to findFollows Ties that Bind, outside the Skalitz mines.

  1. Search beyond the walls for survivors.
  2. Follow Tinker — he leads you to Holba (Angel of Mercy).
  3. Help the injured man, then keep looking for survivors.
Outcome

Story-driven ending to Theresa's flashback; its key events can't be avoided. Rescuing every survivor along the way (Angel of Mercy) is the only real variable.

Tip

Rescue everyone in Angel of Mercy before going through Skalitz's north-east gate – that's where the finale begins.

Immersion

Pause at the mill on the way; Theresa sees her family there. Walk the ruins rather than sprinting through.

RewardSkalitz shield
12

Angel of Mercy

DLC: A Woman's LotGet every survivor you can to safety.

Where to findHolba, found by following Tinker the dog at the start of Aftermath.

  1. Potter's smallholding: find Stanislav's stash and bring it to him.
  2. Near the works: help Jarmila escape.
  3. Woodcutters' camp: get Julian to flee.
  4. By the woods: get Marosh to safety; optionally find Pavlena for him.
RecommendedThe deserter near Jarmila is optional. Scare him off or sneak past rather than kill, to keep the no-kills rule.
Outcome

Saving all five survivors (Holba, Stanislav, Jarmila, Julian, Marosh) earns the Saviour achievement. Lying to Stanislav's looter avoids a fight; handing over the coin works too.

Tip

Holba needs two bandages. Julian's axe is on a stump under the lean-to; Stanislav's keys lie by the spilled wood basket, his purse in the pantry's apple basket.

Immersion

Tell Marosh the truth about Pavlena rather than leaving him searching; that's Theresa's whole character here.

13

The Good Thief

SIDESteal a hanged man's ring to pay Peshek back.

Where to findMiller Peshek at the Rattay Mill — he wants his treatment paid for.

RequiresSpadeLockpicks
  1. Peshek asks you to settle your treatment debt.
  2. Turn down his dodgy job for now.
  3. Accept Peshek's job.
  4. Learn lockpicking from Peshek.
  5. Get a spade; the hanged man's ring can be dug up, or found hidden in the executioner's house.
  6. Take the ring to the miller in Kohelnitz (Woyzeck).
  7. Optional: pay Peshek back for your treatment.
NoteThis opens the millers' Thick as Thieves jobs.
ImmersionHenry arrives with nothing: no armour, no sword of his own, no gold. Keep it that way until he earns it.
Outcome

Paying 100 groschen settles it honestly; the ring job opens the millers' fencing network and thief work. Once you've taken the job, paying as well gains nothing.

Tip

Digging the grave finds nothing – the ring is in an easy chest in Hermann's bedroom. Tell him Peshek owes him flour and he'll hurry off.

Immersion

Henry should resent this: do it once he's broke, at night, in dark clothes. Bring raw meat for Hermann's dogs rather than hurting them.

14

Pickpocketing

ACTIVITYPeshek teaches you to lift a purse.

Where to findMiller Peshek at the Rattay Mill — ask him to teach you (after settling your debt).

  1. Go behind the mill with Peshek.
  2. Try to lift his dagger without getting caught.
Outcome

Simple training; Peshek always takes his dagger back. Repeatable whenever you want practice.

Tip

Crouch directly behind him and release before the circle turns red. If he wanders off, just talk to him to restart.

Immersion

Henry learns this reluctantly; it's a skill for later, not a habit. Avoid practising on random townsfolk afterwards.

15

Thick as Thieves - Peshek

ACTIVITYThree thefts around Rattay for Peshek.

Where to findMiller Peshek at the Rattay Mill, after The Good Thief.

RequiresLockpicksLockpicking for Hard locks
BringPadfoot potion
  1. First job: steal the ring from the bathhouse madam's chest.
  2. Bring it to Peshek.
  3. Steal the documents from the Rattay Rathaus.
  4. Steal Sir Hanush's illuminated book from the upper castle.
  5. Bring everything to Peshek.
WarningHard locks — bring lockpicks and a Padfoot potion.
Outcome

Pays roughly 150, 175 and 250 groschen. Hanush's book is the riskiest theft in the game early on; getting caught in the upper castle hurts reputation badly.

Tip

Rob the bathhouse chest by day while upstairs is empty. The deed is on a table in the bailiff's private chamber behind a Hard door; drink Padfoot first.

Immersion

Stealing from Hanush, Henry's own patron, is a big line – do it at night in dark clothes, and only once Henry has reasons to resent the town.

Reward150 groschen
16

Thick as Thieves - Woyzeck

ACTIVITYStart the Kohelnitz miller's three jobs while you deliver the ring.

Where to findMiller Woyzeck at the Kohelnitz mill, after The Good Thief.

RequiresLockpicksLockpicking 15 — Very Hard chest
BringPadfoot potion at Lockpicking 10+
  1. Talk to Miller Woyzeck — you can take all three jobs at once.
  2. Steal at least five waffenrocks from the Talmberg armoury (getting the armoury key helps).
  3. Steal Lady Stephanie's jewellery.
  4. Steal a horse from the Merhojed stables.
  5. Ride it to Woyzeck.
  6. Hand over the waffenrocks and jewellery and ask Woyzeck for your reward.
WarningBring lockpicks and Padfoot potions.
Outcome

Pays around 250 for the waffenrocks and 300 for the horse. Must be finished before the attack on Vranik in The Die is Cast, or it becomes impossible.

Tip

Stephanie's chest is Very Hard: Lockpicking 15, or 10 with Padfoot. Any Merhojed horse counts. The armoury key can be taken from a sleeping guard in the left tower.

Immersion

Stephanie once helped Henry – robbing her is a betrayal. Go at night in dark, quiet clothes and keep it out of Henry's later conversations with her.

Reward250 groschen
17

Do Me a Favour - Punch Me!

ACTIVITYBeat the three refugee brawlers.

Where to findMilan, among the Skalitz refugees in Rattay (Alex points you to the brawls).

BringStrength for winning clinches
  1. Find Milan's brawls among the refugees.
  2. Beat Ringlet, Stephen, then Milan.
  3. Fists only, no weapons.
Outcome

Beating all three unlocks repeat bouts – small wagers but excellent early strength, agility, unarmed and defence XP.

Tip

Wear a gambeson and helmet – the brawlers ignore armour, so you take little damage. Fight Milan aggressively to drain his stamina, then clinch.

Immersion

Fists only, fair play: don't loot your knocked-out opponents, even though the game lets you. Treat it as refugee lads letting off steam.

18

Rob the Rich, Give to the Poor

ACTIVITYPickpocket the wealthy for the Vagabond's refugees.

Where to findThe Vagabond (a Skalitz refugee) in Rattay; needs Pickpocketing first.

RequiresPickpocketing (taught by Peshek)
BringCheck noise of clothing
  1. The Vagabond asks you to steal for the refugees. Say no for now.
  2. Do all the Rattay parts: 50 groschen from the guard Pazdera, 50 from the rich woman, and Wolfram Pruda's silver ring.
  3. Bring each one back to the Vagabond.
  4. Steal the guild seal from the Ledetchko merchant.
  5. Bring the seal back to the Vagabond in Rattay.
Outcome

The Vagabond ends up in the stocks, so the final seal can't be handed in for pay – sell it to a miller. Earlier jobs split the coin.

Tip

Needs Pickpocketing first. Rob the rich woman while she sews with her back to the door.

Immersion

For the first two jobs you may pay the 50 groschen yourself instead of stealing – ideal if Henry still doubts the Vagabond's story.

Reward25 groschen
19

Awakening

MAINReport to Sir Radzig at Pirkstein.

Where to findStarts automatically — Henry wakes at the Rattay Mill.

BringBribe or Speech at Rattay gate
  1. Settle up at the mill and go to Sir Radzig in the Upper Castle.
Outcome

Story-driven, no choices. Not timed—you can explore before reporting to Radzig.

Tip

Fight the Cumans in the fever dream for a little XP. Bow training with Berthold stays locked until after Train Hard, Fight Easy.

Immersion

Henry's whole aim is Radzig and the sword—head up to Pirkstein once the debt is in hand, not after weeks of wandering.

Reveal story outcome

Sir Radzig takes Henry into his service.

Part 2

In Sir Radzig's Garrison

Training, the hunt with Capon, and the Neuhof investigation up to finding Reeky.

0 / 7 done
20

Train Hard, Fight Easy

MAINCombat training with Captain Bernard.

Where to findCaptain Bernard at the Rattay combat arena (north gate).

  1. Report to Captain Bernard at the combat arena.
  2. Learn moving, slashes, stabs, combos, then blocking.
  3. Finish the sparring test.
ImmersionHenry is finally in Radzig's service. Now is the time to equip proper armour and a real sword.
Outcome

Beat Hans at both archery and the duel to win his hunting bow; one win each means no exchange; lose both and he takes 2 groschen.

Tip

Archery: finish first for three bonus points and loose as soon as fully drawn. Duel: aim for Hans's bare head. Afterwards Bernard offers further training—take it.

Immersion

Show up in your own modest clothes; a blacksmith's son in stolen finery undercuts the scene with Hans.

Reward70 groschen
21

Keeping the Peace

MAINPatrol Rattay with Nightingale.

Where to findSir Hanush after training; report to the watchman Nightingale.

BringSpeech for persuasion
  1. Collect armour at the armoury, then report to Nightingale.
  2. Do the watch duties around Rattay.
Outcome

Story-driven. Settle Beggar Jane's dispute with Speech or Charisma; intimidating the armoursmith always fails. The tavern brawl with Hans can't be won.

Tip

Wear at least a gambeson and helmet or Nightingale scolds you. While on the watch, guards don't search you for stolen goods.

Immersion

Carry a torch after dark as ordered, and give Jane alms yourself—the blacksmith's son knows charity.

22

The Prey

MAINRide out hunting with Sir Hans Capon.

Where to findSir Hans Capon in the Upper Castle courtyard, from 5 a.m. (he gives up around 10–11).

BringOwn horse to keep upLight, quiet clothing
  1. Meet Sir Hans in the Upper Castle courtyard (5–10 a.m.) and ride out on the hunt.
  2. Protect him when the hunt goes wrong.
Outcome

Shoot one hare to win 100 groschen. Rescuing Hans earns Radzig's service and Pebbles.

Tip

Arrive mounted and Hans is merely dazed—straight fight. On foot you can return at night and take the sleeping Cumans quietly. Keep clear of Hans while hunting or lose 15.

Immersion

Wear quiet hunting clothes, and cook hares only after Hans has counted them.

Reward100 groschen
Reveal story outcome

Henry saves Hans Capon's life and earns his place in Radzig's service.

23

The Hunt Begins

MAINInvestigate the Neuhof massacre with Bernard.

Where to findCaptain Bernard, straight after The Prey — he rides to Neuhof without waiting.

BringLeave with Bernard immediatelyFirst Aid II perk
PrepareBe ready to ride with Bernard to Neuhof immediately; he won't wait. First Aid II lets you bandage Jakub.
  1. Ride with Captain Bernard to Neuhof straight away.
  2. Search the farm and the dead raiders.
Outcome

Riding out at once lets you overhear the bandits naming Ginger—extra dialogue later. Vanishing for over a day angers Bernard.

Tip

You must mount Pebbles even if you own a horse. Badassness always works on Mark. Search both bandits for the hoof-pick.

Immersion

Report each finding to Bernard before moving on—Henry is under his command now.

Reward100 groschen
Reveal story outcome

A bloody hoof pick points to Ginger, the missing stableboy.

24

Ginger in a Pickle

MAINTrack down the missing stableboy.

Where to findStarts at Neuhof after the hoof pick is found.

BringSpeech or coin for spokesman
  1. Get Bernard's leave to carry on alone.
  2. Question the charcoal-burners and track Ginger north.
  3. Find Ginger and get the truth from him.
Outcome

Clear the bandits hunting Ginger and convince Zora: he returns home, later pays 150 plus Horsemanship XP, and you earn the 'Ginger' achievement.

Tip

Get Bernard's leave first. At the Talmberg charcoal-burners, follow the twin who slips away—he leads straight to Ginger. Bernard will help with the bandits if asked.

Immersion

Don't lie to Zora about 'no loose ends'—kill the bandits first so Henry's promise to Ginger is true.

Reward150 groschen
Reveal story outcome

Ginger names a limping raider from Uzhitz.

25

Mysterious Ways

MAINFind Limpy Lubosh — and drink with Father Godwin.

Where to findStarts after Ginger in a Pickle; go to Uzhitz.

BringEmbrocation potion for scribeLockpicks — Very Hard doorReading
  1. Talk your way in with the Uzhitz bailiff.
  2. Find Father Godwin and follow the trail.
RecommendedTo get to Godwin's party (recommended), threaten him, then back down.
Outcome

Win Godwin's trust and preach well and he names the gang; fail and you need the Rattay scribe and an Embrocation instead.

Tip

Sermon: open confidently, then answer harshly twice; pick 'God stands at the head', 'To sin is human' and defend Godwin. Never draw steel in the tavern brawl.

Immersion

Search Lubosh's house properly first, and dress again after the binge before you preach.

Reveal story outcome

The trail leads to Reeky of Ledetchko.

26

On the Scent

MAINTimedFind Reeky before Runt's men do.
Timed3 days — Reeky dies if you're late.

Where to findStarts automatically after Mysterious Ways. Timed.

BringGo straight away — timed
PrepareOn the Scent is timed: head out promptly or Runt's men reach Reeky first.
  1. Ask around Ledetchko about Reeky; talk to his father the tanner and to Adela at the bathhouse.
  2. Track Reeky down before Runt's men do.
WarningTimed — if you're slow, Runt's men get to Reeky first.
Outcome

Reach Reeky in time to hear the full story, then free him, kill him or take him to Rattay for trial. Arrive late and he dies.

Tip

Talk to the tanner first, then Adela—that order unlocks Raspberry's directions to the cave. Two bandits drink in the Ledetchko inn until 18:00; don't attack them in town.

Immersion

Handing Reeky over for trial is the lawful choice for one of Radzig's men.

Reveal story outcome

Reeky points to Timmy near Merhojed.

Part 3

Side Quests, Round One

Mysterious Ways opens up most of the map's side content. Clear the Rattay, Talmberg and Uzhitz jobs before Pribyslavitz.

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27

Chumps on the River

ACTIVITYVatzek's archery contest at Ledetchko.

Where to findVatzek at the Ledetchko archery range (tip from the Ledetchko innkeeper).

BringLight, fast bowHorse to get closer
  1. Talk to Vatzek at the Ledetchko archery range.
  2. Shoot in the Chumps contest — you don't need a bow, he'll lend you his.
  3. Come back for more rounds whenever you like.
NoteOpen-ended activity — keep shooting whenever you pass through Ledetchko.
Outcome

Win to triple your stake; second place returns it. Landing 16 or more hits once earns bow training from Vatzek.

Tip

Use a light, fast bow, or ride across at the crossing and shoot from the far bank, nearer the logs. Leaving the area or getting hit forfeits the bet.

28

Ruin

ACTIVITYClear the bandit camps around Rattay for Bernard.

Where to findCaptain Bernard at the Rattay combat arena.

BringDagger and Bane potionsLockpicks — Hard/Very Hard chestsA horse
  1. Captain Bernard wants the bandit camps around Rattay cleared.
  2. Clear the four camps, bringing each leader's spurs to Bernard.
NoteDo it straight away — Raiders (Talmberg) and Interlopers (Sasau) are the same kind of job later on.
Outcome

100 groschen per leader's spurs and 35 per ear across four camps; finishing unlocks Raiders.

Tip

Kill the leader first. Bane in the pot or wineskin at night clears a camp safely. A horse in camp can be spooked to draw bandits away.

Immersion

Henry finds ear-cutting barbaric—taking just the spurs still completes it.

Reward100 groschen
29

A Bird in the Hand...

SIDECatch the escaped nightingales for the Rattay huntsman.

Where to findBerthold at the Rattay hunting lodge (tip from the Broken Wheel innkeeper).

BringArmour for bandit camp
  1. Track the three escaped nightingales west of Rattay by their call.
  2. Set traps and catch them.
  3. Bring them to Berthold at the hunting lodge.
Outcome

150 groschen, 40 arrows and a big jump in Berthold's reputation, which means cheaper arrows.

Tip

Drop a trap where the song is loudest and wait an hour. A bandit camp sits beside the second bird. Pick belladonna while you wait.

Immersion

Go on foot by day without noisy armour, actually listening for the birds rather than following the map marker.

Reward150 groschen + 40 arrows
30

Courtship

SIDETake Theresa on her dates.

Where to findThink of Theresa after Awakening, or Nightingale nudges you during Keeping the Peace.

  1. First date: see Theresa before noon and walk by the river.
  2. Second date: take Theresa to the Broken Wheel tavern.
  3. Third date: hide-and-seek, then help Theresa collect the laundry.
  4. Talk to Theresa after the quest.
  5. Take Theresa on one more date, where the subject of Henry's father comes up.
NoteYou can keep taking Theresa on dates afterwards.
NoteThe last date, about Henry's father, only becomes available near the end of the game.
Outcome

Committing after the third date (A Woman's Lot) unlocks further dates, the Smitten buff, clothing repairs and gifts. Refusing breaks her heart for good.

Tip

First date 07:00–12:00, second 16:00–20:00. Avoid the evening date the night before a tourney you've bet on—it can fail the tourney.

Immersion

Stay faithful: skip bathhouse extras and the Alpha Male perk, which makes Theresa suspect cheating. Wash and wear clean clothes before calling.

31

Aquarius

SIDEMatch the Skalitz refugees to jobs.

Where to findThe Bailiff of Rattay (tip from the Tavern by the Gate).

BringMarigold decoction for Rock
  1. Talk to Alex and gather the jobseekers in the Rathaus courtyard.
  2. Match them to the jobs: a cook for Hagen, three water-carriers, two latrine-emptiers.
  3. Get a healing concoction (marigold) for Rock's arm.
NoteWho you give jobs to affects one Queen of Sheba piece and lets you recruit Kornelius as a trader later.
Outcome

Best: water—Tonda, Pickman, Vincent; latrines—Rock and Antonia; Kornelius unemployed for later. Vincent on latrines kills himself; Antonia on water loses her husband.

Tip

Have a marigold decoction at the interview—Rock can't be helped afterwards. Visit Father Francis in Sasau rather than lying to Agnes.

Immersion

Honour Theresa's plea for Antonia and Vincent; Henry looks after his Skalitz neighbours.

Reward100 groschen
32

Beggars' Feast

ACTIVITYHunt game and mushrooms for Alex.

Where to findAlex, leader of the Skalitz refugees in Rattay.

RequiresBow and arrows
  1. Alex wants game meat and mushrooms for the refugees. Bring a bow.
  2. Bring Alex all the meat and mushrooms.
Outcome

Small payments per delivery, but each hand-in costs reputation with Rattay's citizens and soldiers—it's poaching.

Tip

Hares are everywhere; boar south of Rattay; roe and red deer to the east. Hand meat in raw before it spoils.

Immersion

Hunt quietly at dusk and carry the meat to Alex discreetly—Henry is breaking Hanush's law to feed his people.

Reward50 groschen
33

Scavenger

SIDEDig up the treasure in Skalitz.

Where to findKunesh in Rattay — he can't pay his debt, so he offers a treasure rumour instead.

RequiresSpade
  1. Kunesh says there's treasure buried in Skalitz.
  2. Get a spade before you go.
  3. Dig for the treasure under the dove-cote in Skalitz.
  4. Keep the loot for Beran / Kunesh's payoff.
  5. Hand over or settle the treasure business back in Rattay.
Outcome

Returning cup and coin to Beran earns a small reward – the honest end. Kunesh can't pay either way; finish this to recruit him for Pribyslavitz later.

Tip

Skalitz always spawns a skirmish – wait it out, or go while Fritz and Matthew are walking to Ledetchko, when skirmishes are disabled. The other dove-cote holds only rags.

Immersion

Going back to Skalitz is personal – ride in by day, pause at home, and don't treat the town as a loot run.

Reward50 groschen
34

Tough Love

SIDEHelp Hermann the executioner with Elishka.

Where to findExecutioner Hermann on Gallows Hill near Rattay (tip from the Broken Wheel innkeeper).

BringEmbrocation potion for scribe
  1. Talk to Hermann about the woman crying outside his house, then to Elishka.
  2. Learn about her husband's family from the scribe (he needs an embrocation).
  3. Find Elishka a home and decide her future with Hermann.
Outcome

Telling the truth about the cold in-laws and revealing Hermann's love lets Elishka stay happily (200 groschen). Sending her away pays 125 and leaves her miserable.

Tip

Carry an Embrocation for the scribe. Bribing the mother-in-law is the surest way through her. Talk to Hermann again afterwards—the reward isn't automatic.

Immersion

Never take the hidden option of killing the in-laws; Henry settles this with words.

Reward125 groschen
35

A Woman Scorned

ACTIVITYSteal back the old whore's dues at the Inn at the Glade.

Where to findThe old whore at the Inn at the Glade.

  1. Steal 20 groschen from the customer who didn't pay.
  2. Steal the village woman's woollen shawl.
  3. Steal the farmer's ornamental dagger.
  4. Steal the trunk key from the farmer's wife; return each item to the old whore.
WarningNever steal Andrew's clothing at the Inn at the Glade — it sours his later quests.
Outcome

Completing it leads to the farmer and his wife being murdered, and the old whore vanishes. Henry was used; there's no good ending.

Tip

Ask Andrew at the inn after 2pm the next day to learn the outcome. Afterwards the farmhouse works as a free bed and stash in Neuhof.

Immersion

Henry doesn't know what he's enabling, so play it straight – then let the news land; avoid bed-sleeping in the dead couple's house if that jars.

36

The Sport of Kings

SIDERide Zora's grey for Neuhof.

Where to findZora at the Neuhof stud farm (Andrew or the Talmberg stablemaster mention it).

  1. Talk to Zora at Neuhof and saddle her dappled grey.
  2. Ride it to the Talmberg stables.
  3. Talk Sir Divish into holding a race; see the stablemaster.
  4. Be at the Talmberg gate at noon the next day on Zora's grey.
  5. Tell Zora how the race went and return her horse.
NoteYou've probably heard about this from Andrew or the Talmberg stablemaster during A Rock and a Hard Place.
Outcome

Winning earns 250 groschen and the best saddle, and Divish buys from Zora again. Second place pays 175 and only half the custom, not enough to save the stud.

Tip

Turn up at the Talmberg gate before noon on the grey; missing the start means no reward and a cold Divish.

Immersion

Ride the grey from Neuhof to Talmberg yourself, don't fast-travel; Henry is vouching for Zora's horse, so show it off on the road.

Reward250 groschen
37

Talmberg Horse Race

SIDETimedWin the ribbon race at Talmberg.
TimedBe at the Talmberg gate at noon.

Where to findSir Divish, during The Sport of Kings.

BringGood spursAesop potion
PrepareRace on Zora's grey with good spurs and an Aesop potion; pace the horse's stamina.
  1. Collect the ribbons at the dead tree in Uzhitz, the Merhojed mill and the Talmberg quarry.
  2. Race back to the start and win.
Outcome

A fair win settles The Sport of Kings properly. Pushing or shooting rivals out works but is cheap and can cost a fine.

Tip

Wear good spurs or drink Aesop. Hang back on the narrow Uzhitz path; after Merhojed, cut left and ford the shallows to the quarry, then climb straight to the castle.

Immersion

Race honestly on Zora's grey only; swapping to a faster horse undermines the point of proving Neuhof's stock.

RewardKnightrider achievement
38

Raiders

ACTIVITYDestroy the Cuman camps around Talmberg for Robard.

Where to findCaptain Robard of Talmberg, after Ruin.

BringDagger and Bane potionsLockpicksA horseGear for armoured Cumans
  1. Captain Robard wants five Cuman camps destroyed — bring back each leader's faceplate.
  2. Hand Robard the faceplates from all five Cuman camps.
NoteInterlopers opens up next.
Outcome

375 groschen per leader's faceplate and 35 per ear across five camps; finishing unlocks Interlopers.

Tip

Cumans wear heavier armour than bandits—poison the pot or take sleepers with a dagger. The largest camp sometimes loses its leader underground; reload or wait for respawn.

Immersion

Henry is avenging Skalitz here; keep the faceplates as proof and leave plundering to what he'd actually use.

Reward375 groschen
39

Mightier than the Sword

SIDELearn to read with the Uzhitz scribe.

Where to findThe Scribe of Uzhitz — ask anyone about learning to read. Bring 50 groschen.

Requires50 groschen for the scribe
  1. Pay the Scribe of Uzhitz 50 groschen.
  2. Read the book he gives you, then go back to him.
  3. Read the Latin text, then return once more to finish.
WarningReading is needed for Last Will and Testament and Honeyed Words, and helps a lot in Pestilence.
ImmersionFrom the moment the scribe's lessons end, Henry can read — that's when to start using skill books.
Outcome

Unlocks reading – needed for Last Will and Testament and Honeyed Words, helps Pestilence, and opens skill books and alchemy recipes.

Tip

Do it early: 50 groschen and no in-game days pass. Afterwards, flick through lore books cover to cover for quick reading XP.

Immersion

A blacksmith's son who couldn't read is exactly Henry. Read in the evenings at an inn rather than mid-road.

RewardHenry can read
40

Fishy Business in Uzhitz

ACTIVITYBeat the Uzhitz brawlers.

Where to findThe fisherman east of Uzhitz.

  1. Beat Josef, Maple and Mash, then the fisherman. Fists only.
NoteNeeded (with the Fight Club) for Revenge of the Cuman King.
Outcome

Beat all four for small purses and the Agile as a Weasel I book. Repeatable for unarmed practice.

Tip

Fight Josef, Maple and Mash in that order, then the fisherman. Bets are 5 and 10 groschen; go in rested and fed.

Immersion

Honest bare-knuckle sport between quests suits Henry well.

RewardDouble your bet + Agile as a Weasel I
41

The Horse That Bolted

SIDEFind Pie for the Uzhitz groom.

Where to findThe head groom at the Uzhitz stables (tip from the Uzhitz innkeeper).

  1. Talk to Vashek the stableboy about the lost stallion, Pie.
  2. Go to the crossroads and find Pie.
  3. Bring Pie back to the stables and collect from the head groom.
WarningA bribe of up to 500 groschen may come up.
Outcome

Bringing Pie back unharmed pays groschen plus a free horse caparison. If Pie is hurt, the groom attacks you with a scythe.

Tip

Thistle asks 500 groschen – beat him in a fistfight or talk him round instead. Follow the dung and ask locals. Park Pie carefully: you can't remount him.

Immersion

Track Pie on foot or at a walk, asking locals as you go; skip the markers. Henry knows horses from Skalitz.

Reward50–80 groschen
42

Playing with the Devil

SIDEFind out what the Uzhitz women do in the woods.

Where to findFather Godwin in Uzhitz (tip from the Uzhitz innkeeper).

BringRemove noisy gearLockpicks
  1. Ask Gertrude what she put the village women up to.
  2. Follow the women into the woods at night — from a distance.
  3. Tell Father Godwin how it ended, then tell the herb-woman.
Outcome

Someone dies whatever you do; saving the women means killing two 'devils'. Godwin and Gertrude reproach you regardless. Interfering forfeits the Virgin achievement.

Tip

Strip noisy gear; the women meet at the crossroads west of Uzhitz around 21:00. If they spot you, they try again the next night.

Immersion

Go on foot after dark and report truthfully to Godwin and Gertrude.

43

Skin

ACTIVITYHides for the Talmberg tanner.

Where to findBrada the tanner in Talmberg. Needs Hunting 5 and the Tanner perk.

RequiresHunting 5Tanner perkBow and arrows
  1. Brada the tanner wants hare, boar and deer hides. Do it at your own pace (needs Hunting 5 and the Tanner perk).
Outcome

70 groschen per batch, 210 in total. Brada's promised hunting lesson appears bugged and gives nothing.

Tip

Pick it up before becoming Divish's master huntsman in Cherchez la Femme; afterwards it can't be started. Not every hare yields a pelt.

Immersion

It's poaching on Divish's land: hunt at dawn or dusk in quiet clothes, well away from roads and Talmberg's guards.

44

Dead Men Tell No Tales

SIDELearn how the Samopesh smith's son really died.

Where to findThe Samopesh blacksmith, whose son died after winning the tourney.

RequiresBeat Black Peter (tourney)
BringAntidoteStrength/Agility for takedown
  1. Find out how Svatopluk, the Samopesh blacksmith's son, died after the tourney.
  2. Tell his father what you learned.
WarningBring an antidote.
Outcome

Win, beat Black Peter in his ambush and bring his poisoned sword: 85 groschen and the best Samopesh reputation. Sparing or fleeing him pays 70.

Tip

Ride from Rattay towards Samopesh past Peshek's mill—don't fast-travel or the rope-trap ambush won't trigger. Carry an antidote; his blade is poisoned.

Immersion

Hear the Samopesh blacksmith's story before your first tourney win, or his dialogue won't make sense.

Reward35 groschen
45

Next to Godliness

SIDETimedA night at the bathhouse with Sir Hans.
TimedMust finish before morning.

Where to findSir Hans Capon, recovering in Rattay after The Prey. Timed — runs until morning.

BringBring diceSpeech for cellar guardCapon's keys or lockpicksFinish by morning
PrepareFor the Capon quests bring dice, noble clothing, lockpicks and good Speech; Next to Godliness must finish by morning.
  1. Join Sir Hans at the bathhouse; play dice with Zdena.
  2. Fetch Sylvan red wine from the Rathaus cellar.
  3. Optional: flowers for Klara.
RecommendedGive the bouquet to Theresa or Lady Stephanie.
WarningTimed — runs until morning. Bring dice.
Outcome

Beat Archie with fists only, because drawing a weapon fails the quest. Then ask Hans to forgive him, which suits honest Henry better than the pillory. Up to 475 groschen.

Tip

Take Hans's keys from his trunk in the bathhouse. They open the Rathaus cellar and convince the guard. Failing that check means jail and a failed quest.

Immersion

Start after 21:00 and walk the dark streets. Klara rejects the bouquet afterwards, so give it to Theresa instead.

Reward475 groschen
46

Clothes Make the Man

SIDEDress for Hanush after the bathhouse fallout.

Where to findSir Hans Capon, after Next to Godliness and Questions and Answers.

  1. Help yourself to clothes from Capon's trunk and go back to Sir Hans.
Outcome

No branches or reward. Hanush scolds Hans and sends you both after Wolflin. Hans's cast-offs are free, and he grumbles if you turn up shabby.

Tip

If you already wear a high-Charisma outfit, Hans skips the offer and his chest never opens. Change first if you want his clothes, and equip them before reporting.

Immersion

Wear the borrowed finery to the audience. A page dressed by his lord is exactly what Hanush should see.

47

Who Do You Like

ACTIVITYBet on yourself with Peshek.

Where to findMiller Peshek takes bets on the Rattay Tourney.

  1. Bet on yourself with Peshek, then collect your winnings after the tourney. Repeatable.
Outcome

A win returns five times your stake, despite Peshek saying double. Lose, or skip the tourney, and the stake is gone. He stops taking bets after about five.

Tip

The bet only covers the next tourney, so wager when you're ready to fight that day.

Immersion

Peshek nursed Henry back to health; a modest wager suits Henry better than draining the old man.

RewardDouble your bet
48

Capon's Champion

SIDEFight the tourney on Sir Hans's behalf.

Where to findSir Hans Capon in Rattay, after Next to Godliness.

  1. Enrol in the tourney on Sir Hans's behalf, then tell him how it went.
Outcome

Enter under Hans's name. A win earns 100 groschen and golden spurs, and even a loss still pays 100, so there's nothing to lose.

Tip

Hans covers the 60-groschen entry. Sign up with the Herald and go in fully repaired and fed, because bouts follow one another quickly.

Immersion

Wait at the lists and treat it as the same morning. You're showing off the 'training' Hans claims he gave his new page.

Reward100 groschen
49

Rattay Tourney

ACTIVITYTimedCompete in the Rattay tourney a few times.
TimedHeld every week.

Where to findThe herald in Rattay, on tourney mornings (innkeepers mention it).

Requires60 groschen entry fee
BringPotions before speaking to Herald
PrepareHave 60 groschen and potions for the tourney, an antidote for Black Peter's poisoned blade, and Reading for Money for Old Rope.
  1. Enrol with the herald on a tourney morning.
  2. Fight through the rounds (several weapon types) and win.
  3. Pick up your prize. Repeatable.
WarningIt's tough — train before you enter.
Outcome

Each win pays 400 groschen and a prize; the first five complete the Lords of Leipa armour. Losing costs only the entry fee.

Tip

Drink potions before speaking to the herald—there's no break and your inventory is locked. Any crime in Rattay gets you banned. Enrol before 15:00.

Immersion

Fight fairly under Radzig's name; skip the trick of knocking out rivals the night before.

RewardLords of Leipa armour pieces, top weapons
Part 4

Pribyslavitz

Take the bandit camp, then start rebuilding the village and swing back through Rovna.

0 / 9 done
50

My Friend Timmy

MAINFind Timmy and learn about Pribyslavitz.

Where to findStarts automatically after On the Scent; head to Merhojed.

BringSpeech to send Morcock off
  1. Go to the windmill south of Merhojed; talk to Timmy's sister Mirka.
  2. Find Timmy and his rival Morcock.
  3. Side with Morcock, but don't kill Timmy yourself.
RecommendedMorcock fits the role-play; keeping Timmy's blood off Henry's hands keeps Mirka recruitable as Pribyslavitz barmaid.
AlternativeSparing Timmy and siding with him gives a different way into Pribyslavitz.
Outcome

Telling Morcock earns 450 groschen and the camp's location; letting his men kill Timmy keeps Mirka recruitable, unlike killing him yourself.

Tip

Never walk into Pribyslavitz with Morcock—his chief orders you killed. Report to Radzig first and use Morcock's name only to scout.

Immersion

Don't follow to watch Timmy die; meet Morcock at the Samopesh inn and keep your hands clean.

Reveal story outcome

Both leads point to the bandit camp at Pribyslavitz.

51

Nest of Vipers

MAINScout and sabotage the Pribyslavitz camp.

Where to findSir Radzig, after My Friend Timmy.

BringTorch for arrow cachesUp to 4 Bane/poison potionsScout at night
  1. Scout the camp at Pribyslavitz from the treeline.
  2. Slip inside in Cuman gear — don't rely on Morcock to vouch for you.
  3. Poison the cooking pots and burn the arrow caches.
  4. Report back to Sir Divish.
Outcome

Poison all four pots and burn all four arrow caches to weaken the battle. Answer 'There's quite a few'—asking for every soldier gets Kolben's farm burned.

Tip

Bring a torch and poisons (five spares lie around camp). The stable north of the Cuman side has a free disguise. Burning arrows alerts anyone nearby—do it last.

Immersion

This is reconnaissance for Radzig: scout at night in Cuman gear and don't sit down for drinks with Morcock.

52

Baptism of Fire

MAINStorm the camp.

Where to findSir Divish, once you're ready for the attack on Pribyslavitz.

BringGood armour and weaponsPlenty of potions (Aqua Vitalis)Rested and fedPoison for your weapon
PrepareBring a torch, Bane/poison potions, good armour, plenty of potions, and arrive rested and fed for the Pribyslavitz assault.
  1. Tell Sir Divish you're ready. Come rested, fed, and with potions.
  2. Fight into the camp, kill the Cuman commander, push to the church.
  3. Hold the position and kill the bandit commander in the steeple.
ImmersionRest, eat and bathe the night before. Henry rides into his first real battle at dawn.
Outcome

Story-driven, no choices; earlier sabotage decides how hard it gets.

Tip

Learn master strikes before Runt; bring several Aqua Vitalis and Buck's Blood. Burn the haystack before the Cuman gate to flush the archers. Don't skip the post-duel cutscene.

Immersion

Fight alongside Radzig's men in proper armour—no sneaking off. This is Henry's revenge; let it feel earned.

RewardA room at Pirkstein, Rattay
Reveal story outcome

Pribyslavitz falls and a prisoner is taken — the trail now leads to Merhojed.

53

Lost in the Woods

DLC: From the AshesSave the master locator Marius.

Where to findSir Divish in Talmberg, a few days after Baptism of Fire (DLC).

  1. Find Sir Divish's master locator, Marius, at Pribyslavitz.
  2. Join him on his survey.
  3. Take Marius's letter to the Rattay bailiff and get him to make the announcement.
Outcome

Freeing Marius makes Henry Bailiff of Pribyslavitz. Claiming you paid a ransom gets 600 groschen from Divish even if you didn't, which Henry shouldn't do.

Tip

At night two bandits sleep and two sit by the fires; wait for them to split up and take them quietly. Don't say you want to join them.

Immersion

Finding Marius by chance while revisiting Pribyslavitz fits Henry best, since Divish never briefs him; then tell Divish the truth about the ransom.

Reward600 groschen
54

From the Ashes

DLC: From the AshesBecome bailiff of Pribyslavitz.

Where to findDLC — unlocks through Lost in the Woods.

  1. Become Bailiff of Pribyslavitz and start rebuilding. Do it at your own pace.
  2. If From the Ashes isn't finished, do it now: church restored, 40 villagers, 1,200 groschen income.
  3. Report to Sir Divish.
Outcome

Rebuilding Pribyslavitz gives a growing income, a home and recruits from earlier quests. Neglecting wages unsettles villagers and Divish.

Tip

Keep plenty of coin in the village chest. Build woodcutters, then bridge and road, then traders; leave the costly church upgrade until income flows.

Immersion

Return between story beats and walk the village to see progress; recruit people Henry has genuinely helped, like Zach or Matthew and Fritz.

55

A Place to Call Home

DLC: From the AshesBuild up the village.

Where to findThe Bailiff of Rattay announces you as Bailiff of Pribyslavitz.

BringSpeech above 17
PrepareRebuilding Pribyslavitz needs roughly 10,800 groschen upfront plus daily wages; Speech above 17 helps with Marius.
  1. Talk to Marius and agree his wage (a Bard potion helps the speech check).
  2. Build the woodcutters' camp, bridge and road, and traders first.
  3. Finish any buildings still open on Marius's list.
NoteClosing entry added so this quest has an end in the guide.
Outcome

Unlocks building, recruits and Supplies. Marius's pay terms appear to be cost only; overspending early can strain an unfinished village.

Tip

Fund the chest for several days before you leave. Woodcutters' camp costs 2,500 then a daily wage; bridge and road 4,000.

Immersion

Henry is a smith's son, not a lord; take Marius's advice seriously and spend carefully rather than pouring loot in at once.

56

Supplies

DLC: From the AshesSign supply contracts for the village.

Where to findMarius at Pribyslavitz, during A Place to Call Home.

Requires~10,800 groschen for buildings
  1. Pick suppliers for stone, grain, charcoal and livestock.
  2. Make sure every supply contract is signed.
NoteClosing entry added so this quest has an end in the guide.
Outcome

Contracts for stone, grain, charcoal and livestock; the quest won't close without livestock. Choice of supplier seems to affect only cost.

Tip

Haggle Rupert's stone to 2,000–3,000 and save first (buggy). Samopesh grain is cheapest; Ledetchko livestock costs 30. Talmberg burners discount charcoal if you saved Ginger.

Immersion

Ride to each supplier and negotiate in person; pickpocketing Rupert's payment back is out of character for an honest bailiff.

57

Judgement

DLC: From the AshesSettle the villagers' daily disputes.

Where to findMarius at Pribyslavitz, during A Place to Call Home (not shown in the quest log).

RequiresBakery built
  1. Settle one village dispute a day (14 in total). Not shown in the quest log.
  2. Settle the last of the 14 disputes.
NoteClosing entry added so this quest has an end in the guide.
Outcome

Each ruling shifts reputation, population and income; one judgement per day. Lenient poaching rulings please villagers but may displease Divish.

Tip

Disputes are random each day; some need specific buildings first. Save before a hearing if you care about a particular result.

Immersion

Judge as Henry would: fair, a little merciful, and wary of witch accusations. Avoid save-scumming for profit; let verdicts stand.

58

A Man of the Cloth

SIDEBring Father Simon back to Rovna.

Where to findA villager in Rovna (tip from the Samopesh innkeeper).

  1. Talk to the Rovna villager who's rebuilding.
  2. He asks you to find the Skalitz priest, Father Simon.
  3. Optional: talk to the family of Father Simon's housekeeper.
  4. Go to the cross and search the area.
  5. Find Father Simon hiding nearby, rescue him and talk to him.
  6. Go back to Rovna and tell the villager what happened to Father Simon.
NoteFinishing this makes In God's Hands easier later.
Outcome

Fetching Father Simon settles him in Rovna and makes In God's Hands easier. Father Francis pays the same but stays in Sasau. Both give 250 groschen.

Tip

Talk the tramps into freeing Simon – the creek terrain is poor for fighting. Then leave the area at once, or Simon may walk into the bandit camp and die.

Immersion

Visit Mary's parents rather than relying on markers, and follow the comfrey along the creek; Henry tracks him like a local would.

Reward250 groschen
Part 5

First Trip to Sasau

Merhojed's plague, then everything around Sasau and its monastery.

0 / 19 done
59

Questions and Answers

MAINInterrogate the captive bandit at Merhojed.

Where to findStarts when you enter the Upper Castle hall in Rattay after Baptism of Fire.

BringShovel if bandit dies
  1. Enter the Upper Castle hall; get your orders about the prisoner in Merhojed.
  2. Question the captive (treat him for the plague first), then report to Radzig at the lookout by Talmberg.
Outcome

Story-driven. Curing the bandit lets you question him properly, opening the better lead for All that Glisters; skipping the cure leaves only a letter from a corpse.

Tip

Don't break into the barn early; cure Merhojed first. Radzig needs time to reach the Talmberg lookout, so finishing fast may mean waiting for him.

Immersion

Ride to Merhojed rather than fast-travel, and check on Matthias first; Henry's friend lying hurt there matters more to him than the prisoner.

Reward375 groschen
Reveal story outcome

The captive's answers point to counterfeit coin.

60

Pestilence

SIDETimedStop the plague in Merhojed.
TimedVillagers start dying after a few days.

Where to findMatthias, lying injured in the Merhojed stud farm stables.

RequiresSpade2 thistle, valerian, charcoal
BringReading (unlocks Last Will)
  1. Find Matthias in the stud farm stables.
  2. Look carefully at the sick and the village for clues.
  3. Ask the monastery's healers for help.
  4. Give the cure to the sick.
  5. Make sure the cure has worked and report.
Outcome

A correct diagnosis saves all of Merhojed and the prisoner. A wrong cure or delay costs villagers' lives and the bandit's testimony.

Tip

Talk to Matthias and every sick villager. Tell Nicodemus half are ill and all animals died: it's water poisoning (valerian, thistle, charcoal). Treat the bandit too.

Immersion

Don't loot plague houses or sleep in Merhojed; dig Bedrishka's husband's grave before lifting him, as a neighbour would.

Reward300 groschen
61

Last Will and Testament

SIDEWrite and deliver Vincent's will.

Where to findVincent of Merhojed, during Pestilence. Henry must be able to read.

RequiresReading
  1. Vincent wants his will written down (you need to be able to read).
  2. Talk to Elijah about the will.
  3. Talk to Vincent again.
  4. Take the will to the Sasau parish priest at St. Martin's.
Outcome

Finding Elijah first sends him home to his dying father before the will is lodged. Delivering straight away pays 175 but disinherits him without a word.

Tip

Elijah sits outside the Tavern on the Green, usually by 17:00, and won't show in heavy rain. Speak to him before handing the will to Father Fabian.

Immersion

Henry writes the will as faithfully as he can; reconciling father and son is very much the boy Theresa would recognise.

RewardSilver ring + 50 groschen
62

Weeds

SIDEWeed Brother Nicodemus's garden.

Where to findBrother Nicodemus at the Sasau Monastery garden.

BringHerbalism to convince Nicodemus
  1. Weed Brother Nicodemus's garden and report back.
NoteHappens naturally during In God's Hands.
Outcome

Pull only dandelions, nettles and thistles for 75 groschen and Nicodemus's goodwill; uproot too much mint, eyebright or comfrey and he pays nothing.

Tip

Comfrey bed needs weeding too. High Herbalism picks fast, so check the prompt names a weed before pressing—one slip grabs a medicinal herb.

Immersion

Henry is a novice under obedience: do it in daylight as part of the monastery's work, not at night.

63

New Herbarium

SIDEHerb samples for Nicodemus's book.

Where to findBrother Nicodemus at the Sasau infirmary, after Weeds.

  1. Bring Nicodemus one sample of each herb plus an old book for the herbarium.
NoteHappens naturally during In God's Hands.
Outcome

No choices—deliver one of each of fifteen herbs plus an old book.

Tip

Fresh from Weeds you already hold nettle, dandelion and thistle. Sage, St John's wort and marigold grow just outside the walls; comfrey is in his garden.

Immersion

Gather specimens yourself in the fields rather than lifting them off Nicodemus's own shelf by his alchemy bench.

64

Saintly Remains

SIDEFind a relic of Saint Procopius for Urban.

Where to findUrban, the guard outside the Custodian's house in the Sasau Monastery.

BringLockpicks — Very Hard doorPadfoot potionBard potion for Urban
  1. Urban wants a relic of Saint Procopius.
  2. Bring him a "relic", then find a "better" one when he complains.
Outcome

The real bowl from Procopius's cave needs no Speech check; fake bones do. Reward is identical either way. Keep the bowl and Urban later picks a fight.

Tip

Easiest way in: the side hallway off the church nave (by the indulgence box), through the door and down the ladder—no lock, no guards.

Immersion

Honest Henry brings the genuine bowl, not a grave-robbed bone or the Charlatan's fake, and puts it back in the cave afterwards.

65

In God's Hands

SIDETimedHelp Johanka at the infirmary.
TimedPatients start dying after a few days.

Where to findJohanka at the Sasau Monastery infirmary (tips from Sasau innkeepers). Timed.

Requires10 bandagesLullaby and Artemisia potionsComfreyBard potion or 150 groschen
BringFirst Aid III perkFinish A Man of the ClothTimed — patients die
PrepareBring 10 bandages, Lullaby and Artemisia potions and comfrey for In God's Hands; it's timed, and First Aid III helps.
  1. Help Johanka with the sick in the infirmary.
  2. Find something to help the insomniac sleep.
  3. Get healing herbs for Semek.
  4. Find 10 bandages for Hans.
  5. Ask Father Simon to help with the sick man at the infirmary.
  6. Ask Executioner Hermann how to set the broken leg.
  7. Set the broken leg, cure Philip, and try to get the Custodian to provide supplies.
  8. Tell Johanka when there's nothing more you can do.
WarningTimed quest — don't wander off for long.
Outcome

Helping every patient saves them and earns rewards, including Semek's vitality secret. Delay and Hannes dies around day three or four.

Tip

Find Father Simon first. Bring ten bandages, Lullaby ingredients, comfrey and Artemisia, plus ~150 groschen for the Custodian. His later speech check can be buggy and lead to jail.

Immersion

Stay at the monastery until it's done – no side trips. Repeat lullabies for the insomniac; it's patient care, and he eventually teaches alchemy.

66

The Madonna of Sasau — Ch. 1: Infernal Dream

DLC: A Woman's LotJohanka's dream of a cave near Skalitz.

Where to findJohanka at the Sasau Monastery infirmary.

  1. Johanka tells you about her recurring dream of the Virgin and a cave near Skalitz.
  2. Investigate the cave near Skalitz.
  3. Report what you found in the cave to Johanka.
WarningAchievement: read about Infernal Justice before you fight the Skalitz soldier.
Outcome

Investigating the cave and dealing with the soldier opens Johanka's questline. The wiki advises leaving later chapters until after The Die is Cast.

Tip

Read the Infernal Justice achievement before fighting the soldier; luring him near the shaft so he falls also keeps a Merciful run clean.

Immersion

Visit the cave by day, sober and unhurried; Henry knew these hills before Skalitz burned, and the bodies should land hard.

67

The Madonna of Sasau — Ch. 2: Casting Lots

DLC: A Woman's LotJohanka's market sermon.

Where to findJohanka, after Chapter 1.

BringHigh Drinking skill
  1. Go with Johanka to the Sasau market for her sermon.
  2. Help Guta get her husband Ambrose, the tailor, to stop gambling.
Outcome

Cure Ambrose of dice and report back to Guta, who then testifies for Johanka at the Trial. Returning his 600 groschen is the decent close.

Tip

Hustle him: lose two modest games, then stake everything on the third. Win too much early and he quits. Check the You had one job! achievement first.

Immersion

Walk to the market with Johanka in plain clothes and keep your promise to Guta. Henry's here as the preacher's helper, not a card sharp.

68

The Madonna of Sasau — Ch. 3: Go and Sin No More

DLC: A Woman's LotBring the Ledetchko bathmaid to Johanka.

Where to findJohanka, after Chapter 2.

BringFirst Aid II perkCharisma or lockpicksFight vs Henslin's men
  1. Johanka wants Adela, the Ledetchko bathmaid, to help with the sick. Learn First Aid II first if you can.
  2. Get into the bathhouse and convince Adela to leave.
  3. Return to Johanka with Adela.
WarningAchievement: read about Voyeur before entering the Ledetchko baths.
Outcome

Win Adela over with the healing argument and she becomes a trial witness. Accepting her offer of payment hurts the ending. Killing Henslin costs Ledetchko reputation.

Tip

Get First Aid II and save before talking to her. If Henslin's men ambush you on the road, you can simply outrun them.

Immersion

Turn down Adela's offer at the monastery. Henry is on Johanka's errand, and the refusal fits the penitent arc that's coming.

69

The Madonna of Sasau — Ch. 4: Troublemakers

DLC: A Woman's LotDeal with the gang heckling Johanka.

Where to findJohanka, after Chapter 3.

  1. Send the Loudmouth's gang away — threaten them with the stocks or fight. Optionally pay to find out who sent them.
Outcome

Send the gang off by threatening them with the stocks, no blood needed. Paying (about 100, haggled) to learn who sent them is optional.

Tip

Speak to the Loudmouth before you draw steel. The stocks threat settles it quickly, while a brawl risks reputation outside the monastery.

Immersion

Invoke the law as Radzig's man rather than starting a street fight near the convent.

70

The Madonna of Sasau — Ch. 5: Bonum Commune

DLC: A Woman's LotRecover Pavel's treasure for the common good.

Where to findJohanka, after Chapter 4 — meet Pavel of Kolin at the Wagoners' Inn.

BringStealth or fight 3 CumansHigh Speech for donation
  1. Meet the repentant Pavel of Kolin at the Wagoners' Inn.
  2. Find Pavel's hidden treasure in the ruins west of Sasau (Cumans camp there).
  3. Donate it for the common good: the parish priest, the bailiff, or the monastery.
WarningAchievement: read about Like a Ghost before going into the woods.
Outcome

Hand the treasure over honestly and donate in Pavel's name to the bailiff, overseer or Father Fabian. Lying, self-credit or a failed monastery pitch hurts the trial.

Tip

Search the roadside corpses for the Custodian's orders. Hand them in with your Cuman report for 325 groschen.

Immersion

Go at dusk in dark clothes and slip past the Cumans rather than butchering them. That fits Like a Ghost and the spirit of Johanka's work.

71

The Madonna of Sasau — Ch. 6: The Wicket Gate

DLC: A Woman's LotJohanka's last sermon and your pilgrimage.

Where to findJohanka, after Chapter 5.

Requires600–1200 groschen donation
  1. Go with Johanka to preach in the meadow; drive off the attackers.
  2. She tells you there's one sinner left: you.
  3. Make the pilgrimage to the Church of Uzhitz.
WarningAchievement: if you want Full House Sinner, check its conditions before step 2.
Outcome

Confess honestly to Johanka, because denials cost her trust. Pray at every shrine and at the Uzhitz church, donate to Godwin and tell him her story.

Tip

Pick up the Matthew of Janow manuscript from Godwin's house. Read it before the Trial and return it afterwards.

Immersion

Walk the pilgrimage in the penitent's robe instead of riding (about ten in-game hours). It also backs up your 'initiation trial' story for the watching crimps.

72

The Madonna of Sasau — The Trial

DLC: A Woman's LotDefend Johanka before the Inquisitor.

Where to findReturn to the Sasau Monastery after The Wicket Gate.

  1. Talk to the guard in the white brigandine and then Inquisitor Jaroslav.
  2. Do all the optional preparation before the trial for the best outcome.
WarningAchievement: read about Angel of Mercy before you start the trial.
Outcome

Do every preparation step, call every witness and challenge every charge. The best verdict frees Johanka, and Sebastian then gives you his vom Berg sword.

Tip

Steal the Inquisitor's retinue papers to get past the jail guard. Take Matthias's lucky dice to Johanka. Never try to bribe Hashek.

Immersion

Return the Janow manuscript to Father Godwin afterwards, a good penitent's last act.

73

Miracles While You Wait

SIDEApprentice to the Sasau charlatan.

Where to findThe charlatan in Sasau — agree to be his apprentice.

  1. Become the charlatan's apprentice.
  2. Get Procopius's tooth, a branch from the topping-out, the cat's-paw talisman and the burial shroud.
  3. Wait at his place, then hold back the angry crowd.
Outcome

A small reward and a lot of humour; the quest is about fake relics, so outcomes are mostly comic. Calming the crowd peacefully is the clean finish.

Tip

Carry a bow for the topping-out branch and 150 groschen (or your favourite dice) for the gambler. Don't bid Mark goodbye; it can make him attack.

Immersion

Henry sees through the charlatan; play it as amused curiosity, and fetch the tooth by coaxing Procopius to Mikesh rather than beating him.

RewardBandages, Bowman's Brew, Holy Trinity die
74

Interlopers

ACTIVITYClear the bandit camps around Sasau and Skalitz for Sebastian.

Where to findBaron Sebastian, Custodian of the Sasau Monastery (sent by Robard after Raiders).

BringPoison and potionsTop armour — tough banditsLockpicksA horse
PrepareInterlopers' bandits are well armoured: bring poison, potions, lockpicks, top gear and a horse.
  1. Talk to Baron Sebastian, Custodian of the monastery. Kill each camp's leader and bring back proof.
  2. Clear all the camps in one trip.
  3. Bring Sebastian the trophies.
NoteYou can do every camp at once, and Damsel in Distress gives you a free fast-travel back to Sasau.
Outcome

1,925 groschen per leader's spurs plus quality loot. The third camp, with four strong bandits and dogs, is the real danger.

Tip

Poison the cooking pots or bring Bane-coated weapons and a dagger. Save before the third camp; collect spurs from each leader as proof.

Immersion

Plan raids at night, approach on foot from the treeline, and travel between camps rather than teleporting.

Reward1,925 groschen
75

Thick as Thieves - Simon

ACTIVITYThree thefts for the Sasau miller.

Where to findMiller Simon at the Sasau mill, after The Good Thief.

RequiresLockpicks
BringSneak in at night
  1. Talk to Miller Simon.
  2. First job: steal the valuable brocade from the Sasau tailor and bring it to Simon.
  3. Steal the Uzhitz landlord's beer-brewing recipe.
  4. Steal the spurs from the Sasau cobbler and bring them to Simon.
Outcome

Pays about 175, 225 and 250 groschen. The cobbler may be punished over the lost spurs.

Tip

Take the brocade at night – it's folded on a shelf in the tailor's workshop. The beer recipe sits on a shelf in the room with Henry's Uzhitz inn bed.

Immersion

Steal the recipe while renting that very room, so Henry has a reason to be there. Avoid carrying the stolen spurs past Sasau guards.

Reward175 groschen
76

Fat Profits

ACTIVITYGame and offal for the Sasau butcher.

Where to findThe Sasau butcher.

RequiresHunting 5Butcher perkBow and arrows
  1. The Sasau butcher wants game and offal. Do it at your own pace (offal needs the Butcher perk).
Outcome

Each delivery raises the butcher's opinion but costs a little reputation with the monastery. The final order needs 60 boar, 140 red deer and 150 hare at once.

Tip

Take the Butcher perk first for offal and liver. One big hunt east of Talmberg with a strong-packed horse covers the final order.

Immersion

It's poaching: hunt in the early morning away from roads, and don't sell game openly in Sasau the same day.

77

Green-Eyed Monster

ACTIVITYPickpocketing jobs for the farmhand.

Where to findThe farmhand outside the Sasau Monastery.

  1. The farmhand outside the monastery has a series of theft jobs. Do them at your own pace.
Outcome

The jobs escalate towards framing and arson; the farmhand is later said to have been caught and hanged. The rewards are modest.

Tip

Lift the draper's tinderbox from him at night while he sleeps; his wife and shop guard are around by day.

Immersion

Henry can see where this leads by the third job. If you play him strictly, stop after the amulet, which recovers wages actually owed.

Part 6

Side Quest Binge

Matthew and Fritz, the Talmberg poachers, Capon's romance and Kuno's mercenaries.

0 / 32 done
78

A Friend In Need...

SIDEFind Matthew and Fritz work.

Where to findFritz and Matthew at the Sasau Monastery tavern (tips from the Sasau bailiff and innkeepers).

  1. Find Fritz and Matthew at the monastery tavern.
  2. Hear their troubles; they need work.
  3. Tell Theresa that Matthew and Fritz are alive and looking for work.
  4. Get Matthew and Fritz work at the Ledetchko mill.
  5. Tell Fritz and Matthew you found them work.
Outcome

Getting them hired at Ledetchko mill helps old friends and sets up later repayment. Miller Oliver can be convinced, threatened or bribed – convincing is kindest.

Tip

Pick 'They're basically my neighbours' with Oliver for reputation. While the lads walk to Ledetchko, random skirmishes are off – handy for risky trips like Skalitz.

Immersion

Henry should be glad to see them alive. Tell Theresa they survived; check back after a week rather than chasing the money.

79

A Costly Brawl

SIDEClear the lads' debt with Brother Elias.

Where to findMatthew, during A Friend In Need... in Sasau.

BringSpeech to persuade Elias
  1. Find out why Fritz and Matthew owe the monastery money.
  2. Persuade Elias to cancel their debt.
  3. Tell Fritz the good news.
Outcome

Persuading Brother Elias wipes the 100-groschen debt for free; paying it yourself works but costs coin.

Tip

Elias has low Speech and intimidation stats, so either option works without prep. Don't push Fritz too hard – he'll throw a punch.

Immersion

Ask Johanka about the brawl first; she gives the real story, and it lets Henry argue from fact.

80

...Is a Friend Indeed

SIDETimedSort out the lads' trouble at the Ledetchko mill.
TimedA few days, under a week.

Where to findFritz and Matthew at their new job, after A Friend In Need...

BringSpeech to move Thomas
  1. Check on Fritz and Matthew at the mill and hear both sides of their fight with Old Thomas.
  2. Try to make peace; when that fails, set up a fight with Old Thomas.
  3. Get ready for the ambush, then break the bad news to the lads.
Outcome

The ambush pays 175 and keeps the lads in work. Stealing Martin's scarf and handing it to Jane exposes Thomas properly. Killing Thomas fails the quest.

Tip

Timed—fails within a few days. When luring Thomas, correct him that Peshek is from Rattay and drop 'The Wren', or he smells a rat.

Immersion

Fists only. Henry is helping friends teach a bully a lesson, not committing murder in Ledetchko.

Reward175 groschen
81

Restless Spirit

SIDELay a ghost to rest for Kunhuta in Ledetchko.

Where to findKunhuta the herbalist in Ledetchko (tip from the Ledetchko innkeeper).

RequiresLockpicks — Hard/Very Hard locks
BringPadfoot potion
  1. Talk to Kunhuta the herbalist.
  2. Pick 10 poppies.
  3. Ask Drahomira where Alois is buried.
  4. Pick flowers from the restless dead man's grave.
  5. Start the smudging ritual in Drahomira's cottage.
  6. Burn the herbs.
  7. Come back the next day to see if the ritual worked. It didn't.
  8. Ask the Rattay Apothecary how to get rid of a ghost.
  9. Steal the Necronomicon from the monastery library.
  10. Give the Apothecary the book and wait until he's read it.
  11. Find something that belonged to Alois, and charred wood from the burnt farm.
  12. Find the grave of Alois's wife, Lada.
  13. Report your findings to the Apothecary.
  14. Meet the Apothecary at the crossroads at the agreed time and take part in the ritual.
  15. Ask Father Godwin what to do about the ghost.
  16. Get Drahomira to tell the truth.
  17. Arrange for a cross to be made for the grave.
  18. Set the cross and finish the ritual. Collect from Kunhuta.
WarningDon't take the torn pages or any other books near the Necronomicon.
Outcome

Long, multi-day chain ending in Drahomira's confession; telling her to come clean or keep quiet is flavour. Rewards include 375 groschen and her ring.

Tip

Monks sleep at 11pm. Take only the Necronomicon – leave the torn page (needed for Scattered Pages). The marker wrongly points to Rattay. Meet the Apothecary at 21:00.

Immersion

Henry is superstitious enough to try the rituals in earnest. Go to graves at dusk and keep to the schedule; don't skip-time through the whole thing.

RewardDrahomira's ring + 100 groschen
82

Tricks of the Trade

SIDELearn the Sasau smith's secret for Ledetchko's.

Where to findThe Ledetchko blacksmith.

  1. The Ledetchko blacksmith wants to know how the Sasau blacksmith makes his "magic" blades.
  2. Listen to the Sasau blacksmith's ditty — that's his "magic".
  3. Learn the verses in the right order.
  4. Tell the Ledetchko blacksmith the ditty — the tempering process — in the right order.
Outcome

Either way you get 100 groschen. Asking Mikesh openly works; there's no penalty for honesty.

Tip

Write the ditty down as he sings it. Mentioning Martin as a blacksmith may win you the full explanation of the tempering secret.

Immersion

This is Henry's trade – ask Mikesh as one smith's son to another rather than spying.

Reward100 groschen
83

The Queen of Sheba's Sword

ACTIVITYHand all five sword pieces to Fink in Sasau.

Where to findSwordsmith Fink at the Sasau forge.

RequiresLockpicks — Very Hard lock200 groschenAquarius done (Pickman's piece)
BringPickpocketing as alternative
  1. Swordsmith Fink wants the five pieces of the sword (Sasau, Talmberg, two in Rattay, Ledetchko).
NoteDo it at your own pace. Finishing it lets you recruit Fink for Pribyslavitz.
Outcome

Reward is the chance to buy the reforged sword (around 1,600 groschen). Don't kill Zach in Sasau – he's needed in later quests.

Tip

Bring lockpicks and 200 groschen. The Rattay blacksmith's piece is on a storeroom shelf even before Aquarius; Ledetchko's smith simply sells his.

Immersion

Buy where you can and pickpocket where you must; avoid knocking Zach out in front of his son.

84

Masquerade

SIDEGet Cuman disguises for Andrew and the lads.

Where to findMatthew at the Inn at the Glade (Andrew tips you off).

RequiresThree Cuman armours with masks
BringBane potions for campsLockpicks — Very Hard chest
  1. Talk to Fritz, then make a deal with Andrew.
  2. Get three Cuman disguises: helmets with faceplates and armour from a Cuman camp.
  3. You only need to raid one of the three camps.
  4. Talk to Bran about black (raven) feathers.
  5. Talk to Olena about animal teeth (wolf fangs).
  6. Talk to Vashek about a dog skin.
  7. Bring the disguises and trimmings to Matthew and see the plan through.
NotePoisoning a camp's stew at night is the safest way to get the disguises.
Outcome

Real raven feathers, wolf fangs and a dog killed at night earn the Magical Cuman disguise; substitutes give the plain one. Same stats either way.

Tip

Only face-plated Cuman helmets count; repair damaged armour before Andrew accepts it. Bane in the camp stew at night is the safest raid.

Immersion

Henry agrees out of grief, not greed: rob only Cumans, and do the dog hunt by moonlight as the superstition demands.

85

Besmirched

SIDEFind out who looted Andrew's Skalitz tavern.

Where to findAndrew, innkeeper of the Inn at the Glade, after Masquerade.

RequiresLockpicks — Very Hard chest
BringPickpocketing or knockout
  1. Andrew wants to know who looted his Skalitz tavern.
  2. Bring Matthew and Fritz in on it.
  3. Find and talk to Adam — the man who was robbed.
  4. Talk to Tonchek; find the thieving charcoal-burner and rob the stash.
  5. Confront Andrew about the loot.
  6. Return everything to Adam, including his family cross.
RecommendedGive it all to Adam, not Andrew — this keeps Adam recruitable as Pribyslavitz innkeeper.
AlternativeGiving the loot to Andrew pays more but loses Adam.
Outcome

Returning everything, cross included, to Adam is the honourable ending; Andrew pays 575 instead. The cross also secures Adam for Pribyslavitz's tavern.

Tip

Get Tonchek's name from Andrew with Speech, inspect the new kettle by his hut, and find his stash in a rotting tree just north. Andrew sells the cross for 150.

Immersion

Adam is Bianca's brother and a Skalitz neighbour: hand it all back and refuse his money.

Reward575 groschen
86

A Rock and a Hard Place

SIDEThe lads' plan to rob the Talmberg quarry.

Where to findMatthew at the Inn at the Glade, some time after Besmirched.

BringSpeech to cut guard numbersLockpicks — Hard chest
PrepareThe quarry wages heist runs on a five-day clock once the lads have a plan.
  1. Matthew and Fritz want to rob the Talmberg quarry wages; agree to help.
  2. Ask Captain Robard about the number of guards at the quarry — when it appears, pick "That makes sense".
  3. Help the Talmberg stablemaster with the horses to learn when the money moves.
  4. Rob the wagon with the lads, or swap in your own money (below) so nobody is actually robbed.
NoteOptional honest swap: drop 3,000 groschen, take the wages, put your own coin in their place. On PC you can spawn the quarry money with the command below.
PC only · console command
wh_cheat_additem bfd66313-4807-4907-b775-40d0eb9e12c3
Outcome

Both lads survive and the quest completes, so Matthew and Fritz can later work at Pribyslavitz (both must live). Letting the heist go ahead risks one or both dying.

Tip

The wages sit in a hard chest in a Talmberg guard tower until they're moved; the quarry hut has a sleeping quarryman. Pick 'That makes sense' with Robard.

Immersion

Henry argues against the robbery first; paying with his own coin keeps his hands clean and his friends alive. Never rob the quarrymen themselves.

87

Gallows Brothers

SIDEDecide what happens to Andrew and the lads.

Where to findAndrew at the Inn at the Glade, right after A Rock and a Hard Place starts.

RequiresFinish before The Die is Cast
BringLockpicks — Hard chest
  1. Andrew wants you to tip off Captain Robard about the lads' quarry plan.
  2. Decide what to tell Robard — or tell him nothing.
RecommendedDon't turn Matthew and Fritz in. Leaving it unresolved keeps them alive and recruitable for Pribyslavitz; it fails on its own at The Die is Cast.
AlternativeReporting the lads or framing Andrew gets people hanged.
Outcome

Leaving it open spares Andrew, Matthew and Fritz; reporting to Robard or framing anyone gets people hanged. It auto-fails at The Die is Cast.

Tip

Don't tell Matthew about Andrew's plan either; that opens the framing route. Killing Andrew also locks out Delicacies.

Immersion

Henry listens to Andrew out of courtesy but won't send friends to the gallows; just walk away from the dialogue.

88

Sheep in Wolf's Clothing

SIDEAndrew points you to Hanekin Hare's poachers.

Where to findAndrew at the Inn at the Glade.

  1. Andrew tells you about Black Lukesh, a Talmberg poacher.
  2. Get deer antlers and Nicholas the huntsman's hunting horn for Lukesh.
  3. Meet Hanekin Hare's poachers in the clearing.
  4. Side with the poachers — that keeps Emergency Supply and Cherchez la Femme open.
WarningStarting this first means Hare Hunt can never be started. Only one of the two can succeed.
AlternativeSiding with the guards instead loses Emergency Supply.
Outcome

Siding with the poachers keeps Emergency Supply and Cherchez la Femme open, but locks out Hare Hunt for good. Siding with the guards costs Lukesh's trust and Emergency Supply.

Tip

Buy antlers from Huntsman Berthold or Konyash in Rattay rather than hunting a buck. Tell Nicholas about the horn plot and he hands it over. Save before the clearing.

89

Hare Hunt

SIDEExclusiveHelp Nicholas the huntsman catch the poachers.
ExclusiveCan't be started once Sheep in Wolf's Clothing has begun

Where to findNicholas the huntsman in Talmberg (tip from the Uzhitz or Talmberg innkeeper).

RequiresSpade
Bring60 groschen (some routes)
  1. Skip it if you've already started Sheep in Wolf's Clothing — it can't be picked up after that.
  2. If you take this side instead: question the villagers, search the clearing and the charcoal-burner, then lead Robard to the poachers.
NoteMutually exclusive with Sheep in Wolf's Clothing. Tick it off once you've made your choice.
Outcome

Mutually exclusive with Sheep in Wolf's Clothing — whichever you start first decides. Believing Hanekin leads to Cherchez la Femme either way.

Tip

Ask Blacksmith's Betty what she saw before asking about poachers, or the clearing lead can vanish. Dig the bare patch east of the clearing's fire for the buried carcass.

90

Cherchez la Femme

SIDEBelieve Hanekin Hare and help him clear his name.

Where to findHanekin Hare, at the end of Sheep in Wolf's Clothing (or Hare Hunt) if you believe his story.

BringLockpicksStealth to carry body unseen
  1. Follow Hanekin Hare to his hiding cave.
  2. Believe his story and do the rest: bring Margaret to the mine gallery, get Nicholas to sign the document, give it to Hare.
  3. Agree to become Talmberg's huntsman.
Outcome

Believing Hare gets Nicholas's confession, the Talmberg hunting lodge, huntsman gear and his merchant chest. Killing Margaret, Hare or Nicholas fails it outright.

Tip

Catch Margaret alone when she fetches water at the river and talk her into coming; no need to break in. Avoid letting the last stage clash with Rattay Tournament day.

Immersion

Henry persuades rather than abducts by force; ask Hare's full story first so siding with him feels earned, not convenient.

RewardTalmberg hunting lodge + Gamekeeper perk
91

Delicacies

ACTIVITYMovedBring Andrew game meat.
MovedThe post lists this before A Rock and a Hard Place, but the wiki says Andrew only offers it after Cherchez la Femme.

Where to findAndrew at the Inn at the Glade, after Cherchez la Femme.

RequiresBow and arrows
  1. Bring Andrew 10 roe deer, 6 hare and 10 boar meat.
Outcome

Andrew pays well for game, and as Master Huntsman Henry can legally tell gamekeepers to back off. The training reward is reportedly buggy.

Tip

Hunt during Master Huntsman runs so one trip fills both orders: hares and boar north of the inn, roe deer in the woods towards Talmberg.

Immersion

Frame it as repaying Andrew's tip, and hunt only what Talmberg can spare; a huntsman shouldn't strip his own woods for an innkeeper.

Reward100 groschen
92

Emergency Supply

SIDETimedFetch Black Lukesh's stash from his guarded house.
Timed2 days.

Where to findBlack Lukesh, one of Hanekin Hare's poachers.

BringDeliver within two days
  1. Black Lukesh wants his stash from his house, which the guards are watching.
  2. Slip past the watch, take the stash and bring it to Lukesh within two days.
WarningOnly offered if you sided with the poachers in Sheep in Wolf's Clothing.
Outcome

Only offered if you sided with the poachers in Sheep in Wolf's Clothing. The stash is in the tankard by Lukesh's cooking pot; you have two days.

Tip

If it somehow appears: the stash is in the tankard by Lukesh's cooking pot, and you have two days. Otherwise ignore the guide entry.

93

Henry the Master Huntsman

ACTIVITYKeep the Talmberg kitchen stocked with game.

Where to findThe Talmberg chamberlain, after Cherchez la Femme. Needs the Butcher perk.

RequiresHunting 5Butcher perk
BringHorse with big packBow and arrows
  1. Talk to the chamberlain. Bring the Talmberg kitchen the game they ask for (needs the Butcher perk).
  2. Hand in the last game delivery to the chamberlain.
NoteGame you hunt is no longer counted as stolen.
Outcome

Legal hunting around Talmberg plus 250 groschen per delivery. Turning the post down loses the lodge's purpose but nothing story-critical.

Tip

Get the Butcher perk (Hunting 5) first. Hunt red deer and boar due east of the lodge; the requests are by weight, so big kills fill them fast.

Immersion

Wear the green huntsman outfit and hazel bow from the lodge chest, hunt at dawn, and carry meat home on horseback rather than fast-travelling.

Reward250 groschen
94

At Your Service, My Lady

SIDETimedWedding gifts for Lady Stephanie.
TimedFails if left too long.

Where to findLady Stephanie in Talmberg (a guard or the innkeeper sends you).

BringLockpicksBowTimed quest
PrepareAt Your Service is timed; bring lockpicks and a bow for the errands and bandits.
  1. Lady Stephanie needs wedding gifts: a roan, wine and a decorative crown.
  2. Get a roan from Uzhitz (talking to Vashek helps).
  3. Buy the wine from the Rattay merchant — he wants you to win an archery contest.
  4. Find the missing moldavite for the Sasau masters.
  5. Wait for the moldavite to be set, then collect the decorative crown.
  6. Ride the roan to Talmberg and hand over the wine and crown.
Outcome

125 groschen, Stephanie's shirt and a romance scene. Accepting her gift rules out the Virgin achievement; replacing the moldavite with a cheap stone shortchanges the crown.

Tip

Bring a bow for the Rattay archery contest. The moldavite is with two bandits by the river west of Sasau, past the blood-stained cart; easy lock.

Immersion

Tame the roan Vashek's way by singing to it, then ride it to Talmberg at walking pace; a wedding gift shouldn't arrive lathered.

Reward125 groschen
95

The House of God

SIDEInvestigate the collapse at the monastery building site.

Where to findSir Divish in Talmberg (tip from the Talmberg innkeeper).

BringBlunt weapon for Zmola
  1. Talk to Sir Divish about the accident at the monastery.
  2. Talk to the overseer and the master builder.
  3. Find where the bad stone came from.
  4. Meet Leshek and Zmola at the scaffolding after dark; stop Zmola.
  5. Take the skull you find to the knacker.
  6. Report to Sir Divish.
Outcome

Stopping Zmola clears the Talmberg quarry's name, but since patch 1.9.1 Divish pays nothing. When the stone drops, run straight to the mill—going via the Overseer gets Leshek killed.

Tip

Timed once clues are gathered. Bring a blunt weapon for the mason on the scaffolding. The 'Fallen block' may stay in your inventory—weightless, harmless.

Immersion

Henry acts as Divish's investigator: ride the Talmberg–Sasau road, question everyone, and keep the night meeting at the scaffolding as agreed.

96

Lost in Translation

SIDEDeal with the Cuman captive at the Budin mill.

Where to findThe Miller of Budin, who has caught a Cuman (tip from the Ledetchko innkeeper).

BringLockpicks50 groschen bribe
  1. Find a translator for the Miller of Budin's Cuman prisoner.
  2. Deal with the Cuman's stash and decide his fate.
  3. Bring the Cuman to Rattay and collect the bounty from the bailiff.
RecommendedHand him over alive to the Rattay bailiff for the bounty.
Outcome

Stash holds 800 groschen, an antidote and two Saviour Schnapps; the bailiff adds 100 for the live Cuman. Killing him yourself fails the quest.

Tip

Ask the Vagrant whether he translated everything—pass the check and you dodge the Cuman's ambush. Travel with the Vagrant; alone he often gets lost.

Immersion

Walk the prisoner to Rattay without fast travel and keep him close, or he bolts. Honest Henry pays the Miller his share.

Reward100 groschen bounty
97

Waldensians

SIDETimedGet rid of the Vicar in Uzhitz for Hanush.
TimedFails if left too long.

Where to findSir Hanush (the Rattay bailiff mentions a visiting Vicar).

BringBard potionSpeech 15+ for hardest optionsAct quickly — timed
  1. Talk to Sir Hanush: get rid of the Vicar in Uzhitz.
  2. Find the Vicar's Waldensian gathering and the owner of the wooden cross.
  3. Persuade Mistress Bauer and her family to flee before the Vicar finds them.
  4. Report to Sir Hanush. Admitting you warned the Bauers costs you the reward.
RecommendedWarn the Bauers. Never hand them to the Vicar; killing him is the last resort and earns nothing.
Outcome

If the Bauers flee, the Vicar pays nothing but Hanush gives 225 and St Michael's sword—unless you admit warning them. Killing the Vicar earns nothing.

Tip

Some arguments with Mistress Bauer need about 15+ Speech; bring a Bard potion. Timed—dawdle and the Vicar finishes the job himself.

Immersion

Never hand the Bauers to the Vicar; spilling a churchman's blood should be Henry's very last resort.

Reward225 groschen + St. Michael's sword
98

Money for Old Rope

SIDETimedSabotage the Kuttenberg executioner for Hermann.
TimedAbout a week.

Where to findExecutioner Hermann, some time after Tough Love (Rattay innkeepers send you). Timed — about a week.

RequiresReading
BringPoison or Bane potionTimed — one week
  1. Look up the right punishments in the Black Chronicle; ask the bailiff what the convicts did.
  2. Report to Hermann, then sabotage the Kuttenberg executioner (dull the sword, poison the tongs, swap the rope).
  3. Tell Hermann you succeeded and collect your reward.
WarningTimed — Hermann can only stall for about a week.
Outcome

Sabotage all three for 400 groschen, three books (Bane and Lazarus recipes) and the Spoilsport achievement. Killing Heinz voids the reward; betraying Hermann fails it.

Tip

Bring poison, poisoned meat for the dog and the rotten rope. Henry must be able to read. Dull the sword on Rattay's smithy grindstone, then return it before dawn.

Immersion

Hermann forbids murder—knock people out, never kill—and watch the 2 p.m. executions from the crowd.

Reward400 groschen + recipes, or up to 900 groschen
99

Robber Baron

SIDEHelp Bernard bring in his cousin Wolflin.

Where to findSir Hanush, after Clothes Make the Man.

Bring3 bandagesSpeech to parley
  1. Join Bernard's men and find Wolflin's camp (scout both farms).
  2. Parley in Bernard's colours, or fight.
  3. Deal with Wolflin of Kamberg and report to Sir Hanush.
Outcome

Best: parley so Wolflin leaves the loot and pays compensation, pleasing Bernard and Hanush. Letting him keep the loot shames Hanush; a duel becomes an ambush.

Tip

Go unarmed in the Oleshnitz waffenrock. Hear his whole story, then say Hanush knows nothing of Milota's lies. A Bard or Amor potion helps. Give Lumir's wife three bandages.

Immersion

Ride out with Bernard's column and follow the blood trail from the southern farm on foot. Don't hunt for the marker.

RewardMagdeburg cuirass
100

Honeyed Words

DLC: Hans CaponBe Sir Hans's wingman with Karolina.

Where to findSir Hans Capon in Rattay, after Robber Baron (DLC).

BringReading for the poemsMarigold decoctionSpeech checks
  1. Sir Hans has fallen for Karolina and needs a wingman.
  2. Bring the necklace to Capon; slip it and the letter into Karolina's trunk.
  3. Get Musk of Infinite Allure for Sir Hans.
  4. Give Hans the potion, follow him to Karolina's, hide, and buy him time.
  5. See him in the morning.
Outcome

Feed Hans the right verses and stall the butcher so his night succeeds. Killing the butcher or Karolina fails it, and the DLC needs it to finish the game.

Tip

Carry a Marigold decoction for Hans's swollen face. Use lines from the first poem, blame the French, then pass the Speech checks and start singing.

Immersion

Read the poetry book Hans gives you before meeting him (20:00–21:00), then hide in the churchyard bushes like a proper wingman.

Reward650 groschen
101

Game of Throws

DLC: Hans CaponWin back Capon's necklace at dice.

Where to findSir Hans Capon, during Honeyed Words (DLC).

RequiresNoble clothing
BringLockpicks — Very Hard chestSpeech checks
  1. Sir Hans has gambled away his family necklace.
  2. Find the dice player who won Sir Hans's necklace.
  3. Find the robber-knight's camp, enter the dice tournament and win back the necklace.
Outcome

Winning the dice tournament gets the whole prize chest and I Can Quit Any Time. Naming Mladota to Anselm earns a hat. Confessing to Erhart gets only the necklace.

Tip

Mladota rolls Alphonse's loaded dice. Pickpocket them in the small hours before you face him. Bring 1,000 groschen unless you can talk your way in free.

Immersion

Wear noble clothes and quiz Anselm about Alphonse first, so your disguise holds when Erhart tests you.

102

No Rest for the Wicked

DLC: Hans CaponAddedEarn the Ledetchko charlatan's love-potion recipe.
AddedMissing from the post; it's the third Hans Capon DLC quest and runs inside Honeyed Words.

Where to findThe charlatan in Ledetchko, during Honeyed Words (DLC).

RequiresSt John's wort, thistle, poppy3 charcoal50 venison, 25 lamb, 4 chicken
BringBow and arrowsSpeech checks
  1. Help the Ledetchko charlatan scare the villagers (graves, eggs, meat, water) for the musk recipe.
NoteOr pay 2,000 groschen for the musk.
Outcome

Finishing the haunting earns the musk recipe and 675 groschen. If you buy (2,000) or steal the recipe instead, this quest will eventually fail.

Tip

Stock meat (50 venison, 25 lamb, 4 chickens), 3 charcoal and the fake-blood herbs first. Don't save/load after 'see the Charlatan in the morning', or Felix can bug.

Immersion

Grave-robbing sits badly with Henry. Make amends by giving Lev's bones a Christian burial in Rattay.

Reward675 groschen
103

Band of Bastards

DLC: Band of BastardsGuide Kuno's mercenaries for Radzig.

Where to findSir Radzig, after Baptism of Fire (DLC).

  1. Radzig assigns you to guide Sir Kuno's mercenaries.
  2. Find Kuno's camp (west of the road between the Rattay Mill and Ledetchko).
  3. Beat Dangler to prove yourself.
  4. Ride out on the first mission in daylight.
Outcome

Beating Dangler earns Kuno's respect and opens the DLC chain. Losing still progresses but leaves Henry at 1 health and bleeding.

Tip

Dangler has no visor: stab at his face. Bring bandages anyway in case the duel goes badly.

Immersion

Wear Radzig's colours or your best kit; Henry arrives as his lord's representative, there to keep sellswords in check, not to join them.

104

Bad Blood

DLC: Band of BastardsTrack the raiders with Kuno.

Where to findSir Kuno at Kuno's camp (west of the road between the Rattay Mill and Ledetchko).

BringArmour — numerous bandits
  1. Follow Kuno and his band to the burnt-out farm.
  2. Search the farm, track the raiders and help Kuno wipe them out.
  3. Report to Sir Radzig.
Outcome

Linear: wipe out the raiders and report to Radzig. No meaningful choices, just your first taste of Kuno's band at work.

Tip

The clue is a note pinned to a shield in the north-east building of the burnt mill; if invisible, look for the dagger. Ask Stephan about the blood trail.

Immersion

Stay with the column on horseback rather than galloping ahead; Henry is the guide and should look the part.

105

The Ring of Bacchus

DLC: Band of BastardsPass the cursed ring around Kuno's camp.

Where to findJakey / The Stone at Kuno's camp.

RequiresBow to shoot nest
BringReading for the riddleLullaby potionPickpocketing
  1. Round 1: get the ring from Dangler.
  2. Round 2: take it to The Stone.
  3. Round 3: get Stephan a lullaby potion, or take the ring from The Stone yourself.
  4. Round 4: take the ring to Jan Bearman.
  5. Round 5: take the ring to Petr Bearman.
Outcome

Rewards are books; the real value is camp banter. Keeping it unfinished until after What Price Honour? flags any of Kuno's men dying.

Tip

Stephan's ring is hidden in a nest; if it vanishes on landing it's a known bug. Pickpocket Jan instead of brawling, which costs reputation either way.

Immersion

Treat it as a camp game between battles: play it in the evenings at Kuno's fire, and don't sleep in camp while carrying the ring.

106

Uninvited Guests

DLC: Band of BastardsAttack the mill with the band.

Where to findSir Kuno at his camp.

BringSpeech or bribe
  1. Get Kuno's orders to attack the mill.
  2. Attack the mill with Kuno's band.
Outcome

Persuading Kuno to attack at once saves the women and earns Chivalrous Soul, but likely costs a man or two. Waiting is safer for the band.

Tip

Save before the speech check and the fight. Stick close to Kuno's men so enemies split their attention.

Immersion

Henry pushes to attack now; he has seen Skalitz burn and won't wait for drunk raiders to finish with the women.

107

A Tight Spot

DLC: Band of BastardsFight your way out of an ambush.

Where to findSir Kuno at his camp.

  1. Get Kuno's next orders.
  2. Fight your way out with Kuno and the others, then talk to Kuno.
Outcome

A linear ambush escape. Survive and regroup — what you learn here drives the rest of the DLC.

Tip

You don't need to kill everyone; the archers on the west bank stay put. Break out towards Kuno rather than chasing stragglers.

Immersion

Ride out in daylight with the band and keep your horse close; no fast-travelling off before Kuno's debrief.

108

Thirty Pieces

DLC: Band of BastardsFind the missing Jakey.

Where to findSir Kuno at his camp.

BringSpeech and Charisma checks
  1. Jakey has gone missing — ask about him at the Inn at the Glade.
  2. Ask about Jakey, track him from the north edge of the woods, and question him.
Outcome

Untying and freeing Jakey (Pinky Promise) later lets you remind Kuno of his oath. Killing him pleases Kuno; leaving him tied 12 hours earns Torturer.

Tip

If Jakey is invisible, talk to the tree he's tied to. Andrew may want a favour for the lead if Masquerade isn't done.

Immersion

Follow the trail of scarf, picnic and trousers on foot. Henry, who knows mercy, lets the frightened lad go once he talks.

109

What Price Honour?

DLC: Band of BastardsFace Hagen's men.

Where to findSir Kuno at his camp.

Bring~15,000 groschen bribe optionGood armour for battle
  1. Get ready to face Hagen's men.
  2. Defeat Hagen's men and report to Sir Radzig.
Outcome

Reminding Kuno of his promise (needs Jakey freed and Kuno warned) keeps him loyal. Silence lets him take Hagen's silver; bribing needs about 15,000 groschen.

Tip

Don't loot Kuno's camp or his men fight barehanded. Fast-travel away straight after the battle so wounded men don't bleed out on the walk back.

Immersion

Stand beside Kuno in Radzig's colours and speak for honour, not coin; buying a mercenary's loyalty doesn't suit Henry.

Part 7

Finding the Silver

Follow the counterfeit coin into Sasau's underworld and go undercover in the monastery.

0 / 14 done
110

All that Glisters

MAINTrail the counterfeit silver with Ulrich.

Where to findSir Radzig, at the lookout near Talmberg, after Questions and Answers.

RequiresLockpicking — Very Hard chests
BringSpeech for interrogations
PrepareLockpicking for Very Hard chests is needed throughout All that Glisters.
  1. Radzig sends you after the counterfeit money.
  2. Go to the crossroads near Rovna where the counterfeit money changes hands.
  3. Follow the blood trail from the ambushed wagon.
  4. Give Tobias Feyfar the documents the knight was carrying.
  5. Investigate the counterfeiters around Sasau (Zach, Florian, the bathhouse).
  6. Question Rapota.
  7. Find the counterfeiters' workshop.
  8. Arrest Jezhek of Ronow.
  9. Report to Sir Radzig.
WarningBring lockpicks and a spade.
WarningStash your loot before you question Rapota — he's going to run.
RecommendedTake Ulrich to the workshop — you fast-travel straight there and the scene plays better.
Outcome

Story-driven investigation with a few side choices (Ulrich, Rattled, Esther). Sparing Ulrich gives an ally for the workshop raid.

Tip

Show Borya the bloodstained bags behind his shed to force the truth. Catch Zach late at night to make him talk. Stash loot before confronting Rapota.

Immersion

Ride between Rovna, Rattay and Sasau rather than fast-travel, and dress modestly in Sasau; Henry is investigating quietly, like Feyfar in disguise.

Reward375 groschen
Reveal story outcome

The counterfeit trail leads into the Sasau underworld.

111

The King's Silver

SIDEMovedScout the old Skalitz silver mine for Feyfar.
MovedThe post lists this at Pribyslavitz, but its author later corrected it: it needs All that Glisters first.

Where to findSir Radzig, who sends you to Master Tobias Feyfar.

BringTorch for the mineSpeech for bigger reward
PrepareBring a torch for the silver mine and expect hostile miners.
  1. Radzig sends you to Master Tobias Feyfar about the Skalitz silver mine.
  2. Talk to the chief engineer; inspect the ore yard, waterworks and shaft.
  3. Find the gallery Master Feyfar described, then escape the mine.
  4. Report to Tobias Feyfar and the chief engineer.
WarningBring a torch.
Outcome

Getting to the truth about the miners pays up to 900–1,200 groschen; whether to turn in the widow is your conscience. Very buggy quest.

Tip

Talk to Nemoy at the miners' camp before entering the shaft, or the quest can't finish. Bring a torch; return to the camp yourself afterwards, there's no prompt.

Immersion

Henry is from Skalitz; walk the ruined mineworks slowly and let the widow's plight weigh on the verdict rather than chasing the bounty.

Reward300+ groschen
112

Damsel in Distress

SIDERescue Esther for Florian.

Where to findFlorian in Sasau, during All that Glisters.

BringLockpicks for stealth rescueGo at night
  1. Florian's sweetheart Esther has been kidnapped. Agree to find her.
  2. Find where Esther is held, free her and lead her away.
  3. Talk to Esther, then tell Florian.
NoteHappens naturally during All that Glisters.
Outcome

Rescue Esther and Florian helps the investigation. A surrendering kidnapper can reveal an easier back entrance to the counterfeiters' workshop.

Tip

Loot the kidnappers' keys or you'll trigger a fetch in Rattay. Don't follow Esther home; she walks past skirmish spawns that can kill her.

Immersion

Go at night for a quiet rescue, or charge in armour; either way Henry is the knight-errant he dreamed of being as a boy.

113

If You Can't Beat 'em

MAINWin the trust of the Sasau crimps.

Where to findSir Radzig, at the end of All that Glisters.

PrepareJoin the fight club through the Sasau tanner — Revenge of the Cuman King depends on it.
  1. Find where the crimps meet in Sasau; ask the bailiff, the tanner, the innkeeper, Miller Simon and Thomas at the infirmary.
  2. Join the fight club behind the tanner's house.
  3. Meet the crimps and win their trust.
WarningJoin the fight club through the Sasau tanner. If you skip it, Revenge of the Cuman King is locked out.
Outcome

Win the fight-club tournament (Weed, one more, then Punch) for 375 plus the tanner's 300 and the crimps' lead. It also keeps Revenge of the Cuman King open.

Tip

The crimps only meet after 22:00. Kneel at the Sasau church altar. Fight all three extra brawlers for more Unarmed experience.

Immersion

Turn up at the quarry in the evening as a rough commoner looking for work, not in Radzig's colours. You're auditioning as bandit material.

114

Revenge of the Cuman King

ACTIVITYMovedBeat the King of the Cumans in Skalitz.
MovedThe post lists this at Pribyslavitz, but it needs the Sasau fight club from If You Can't Beat 'em and Unarmed 8.

Where to findThe Odd Bird in Skalitz. Needs If You Can't Beat 'em (Fight Club), Fishy Business in Uzhitz and Unarmed 8.

RequiresUnarmed 8300+ groschen (100/round)
BringHealing potions
PrepareBring at least 300 groschen and healing potions; you need Unarmed 8 to face the King of the Cumans.
  1. Talk to the Odd Bird, beat Asch, then the King of the Cumans (100 groschen per round).
  2. Collect your winnings from the spokesman.
NoteNeeds Fishy Business in Uzhitz, the Fight Club from If You Can't Beat 'em, and Unarmed 8.
Outcome

Beat Lam, Asch and the King, then all four together when Odd Bird refuses to pay. Fists only. A death breaks the quest and the money is lost.

Tip

Strip each beaten fighter's armour between rounds and loot the books. If Odd Bird won't start the next bout, reload and decline his first offer.

Immersion

Fighting in Skalitz's old sheep pen makes it a fitting homecoming. Come sober and armoured.

115

Poverty, Chastity and Obedience

MAINInfiltrate the monastery as a novice.

Where to findKozliek of the Sasau crimps, during If You Can't Beat 'em.

BringLockpicks — Very Hard doorsLuck of the Drunk perk
PrepareYour belongings are confiscated at the gate; plan on Speech to get lockpicks from Cellarius. Shave and reset your hair first — most cutscenes from here on are pre-rendered.
  1. Kozliek wants Pious killed — he's hiding in the monastery.
  2. Talk to Karl, the young noble who's about to become a novice (get rid of his guardian first).
  3. Tell Sir Radzig what the bandits want you to do.
  4. Get Karl's writ and go to the monastery gate as a novice.
Outcome

Get rid of Manfred without bloodshed, take the writ and purse, and give Karl his whole purse. Killing Manfred loses Karl, and short-changing him sours or starts a fight.

Tip

Henry must be able to read. Stash your gear in your own chest before speaking to the porter, because anything handed over can come back marked stolen.

Immersion

Report to Radzig first. His wish to take Pious alive should shape how Henry handles the monastery.

116

In the Cloister

SIDEKeep the monastery timetable.

Where to findNovice Antonius, as you enter the Sasau Monastery.

  1. Follow Antonius and keep the monastery timetable: mass, meals, alchemy for Nevlas, copying in the scriptorium, bed.
  2. Find something that would stop Nevlas becoming abbot.
ImmersionLive by the bell: mass, meals, work, sleep. Skipping the timetable gets you punished, and it breaks the illusion.
Outcome

No lasting effect. Either feed Nevlas dirt for the abbot election or report his forbidden-book scheme to Brother John. Stay friendly with everyone until Pious is found.

Tip

The Cockerel recipe and herbs are given to you, so brew several for long nights. Spare potions from the bench buy lockpicks from Cellarius.

Immersion

Read Everyday Labours and obey the bells: 4th-hour mass, meals, fratery, scriptorium, bed. Sneak about only while the Circators are drinking.

117

The Trials of a Novice

SIDEStop the Circators bullying Lucas.

Where to findNovice Lucas, during Nasty Habits.

BringSpeech for the Circators
  1. Make the Circators stop picking on Novice Lucas, then tell him it's over.
Outcome

Talk a Circator round with a Speech check. Lucas then trusts you and shares what he knows about Pious. Going to the Prior instead fails Nasty Habits.

Tip

Finish Nasty Habits first. Friendly Circators are much easier to persuade.

Immersion

Henry has no love for bullies. Settle it quietly, brother to brother, rather than causing a scandal.

118

Worldly Goods

SIDEFind whose stash is under the dormitory floor.

Where to findSearch under a paver in the north room of the monastery dormitory.

  1. Find out who owns the stash under the dormitory paver.
Outcome

The stash is Siskin's escape money, his father's dagger and a book, which rules him out as Pious. Handing it to the Circators or Prior only punishes a harmless lad.

Tip

After morning mass, follow Siskin to the north dormitory room and catch him at the paver. Speaking to him first completes it on discovery.

Immersion

Henry steals only for the mission. Leave the novice his savings and keep his secret.

119

The Abbot's List

SIDERead the novice records.

Where to findRead the Abbot's notes in his study, or via Libri Prohibiti.

  1. Read the novice records in the Abbot's study.
Outcome

The records clear up several novices' stories and narrow down who Pious could be. It's key evidence before your Pious decision.

Tip

Use the Prior's keys or pick the locks during the Circators' cellar hours. Grab the torn page by the Abbot's bed while you're there.

Immersion

Read in place and leave everything as you found it. Brother Gregor was never here.

120

Scattered Pages

SIDECollect the torn pages for the librarian.

Where to findBrother Librarian, or pick up a torn page in the monastery.

BringLockpicks
  1. Find all 10 torn pages around the monastery and bring them to the librarian.
Outcome

Returning all ten pages wins the librarian's trust and the key to the forbidden-books cabinet, which makes Libri Prohibiti trivial.

Tip

Four pages sit in locked chests or cabinets and one is in the Abbot's bedroom. Collect that one while doing The Abbot's List.

Immersion

Pick pages up as you go about your chores rather than ransacking the cloister in one go.

121

Nasty Habits

SIDEUncover the night drinking in the cellar.

Where to findInspect the Sasau Monastery cellars.

BringLockpicks — Very Hard door
  1. Find out about the night drinking in the cellars and get the Circators their cask.
  2. Get keys via the prior, or pay Brother Cellarius 200 groschen.
Outcome

Bringing the Custodian's cask makes the Circators friendly, and that covers you on later night prowls. Reporting them to the Prior fails the quest.

Tip

There's a spare key on a shelf in the far kitchen storeroom, so you can skip Cellarius's 200 groschen. Wait at the door for Jodok and be back before sunrise.

Immersion

Sit and drink when the Circators invite you. Refusing would blow Brother Gregor's cover.

122

Libri Prohibiti

SIDESteal the forbidden book for Nevlas.

Where to findBrother Nevlas, during A Needle in a Haystack.

BringLockpicks or librarian's keyGo at night
  1. Get the key to the forbidden-books cabinet, steal the book at night and bring it to Nevlas.
Outcome

Delivering the book wins Nevlas's gratitude and opens The Abbot's List. Reporting him fails the quest and makes him furious.

Tip

Finish Scattered Pages first and the librarian hands you the cabinet key. If you took Avicenna during Restless Spirit, you'll have to sneak out to fetch it.

Immersion

Henry tells himself it's medicine for a dying abbot. Take the book at night, after the copyist has left the library.

123

A Needle in a Haystack

MAINDeal with Pious.

Where to findStarts when Henry enters the Sasau Monastery as the novice "Brother Gregor".

BringSpeech/Badassness for Cellarius' lockpicksFood to trade Cellarius
  1. Hand your writ to the porter, store your belongings and put on the habit.
  2. Work out which novice is Pious.
  3. Deal with Pious (killing him or faking it with blood), then take back your things.
WarningMany cutscenes from here on are pre-rendered — shave and reset your hair first if you care about consistency.
Outcome

Faking Pious's death with blood spares him and still fools the bandits. Arresting him pleases Radzig but loses his strange dice. Killing him inside the walls brings the guards.

Tip

Never reveal your mission or accuse anyone until the side quests confirm it. A wrong accusation can get you thrown out. Write 'blood' on the kitchen order list.

Immersion

Wear only the habit and slippers and keep every bell of the timetable. Save sneaking for the night hours. Shave beforehand for the pre-rendered scenes.

Reveal story outcome

With Pious dealt with, Henry earns the bandits' trust.

Part 8

Before Vranik

Vranik locks out side content. Clear anything left — the post has one quest here.

0 / 1 done
124

Rattled

SIDESettle the feud between Master Ota and Zach in Sasau.

Where to findZach at the Sasau Monastery forge, during All that Glisters.

BringCombat-ready for Master Ota
  1. Help Zach humiliate Master Ota (bludgeon duel, or steal the bailiff's armour).
RecommendedWhoever you side with decides which smith — Zach or Ota — will move to Pribyslavitz.
NoteHappens naturally during All that Glisters.
Outcome

The bludgeon duel or stealing Ota's armour both pay the same; your side decides who moves to Pribyslavitz. Zach earns far more there than Ota.

Tip

Win the duel honestly; stealing the armour is easiest during the day when Ota's household stays downstairs.

Immersion

Fight the duel in the square rather than burgle Ota; an honest bout suits Henry far better than theft.

Reward450 groschen + a cuirass
Part 9

Endgame

Vranik, the betrayal at Talmberg, the siege, and the road north.

0 / 11 done
125

The Die is Cast

MAINNo returnInfiltrate the bandits at Vranik.
Point of no returnEntering Vranik locks out several side quests. Finish what you want first.

Where to findKozliek, after A Needle in a Haystack.

BringWrap up side quests — no return
  1. Go to the agreed spot in the swamp by Sasau and light the signal fire.
  2. Report to Sir Radzig and Sir Hanush.
  3. Scout Vranik's numbers and plans; report to Erik and see Vanyek.
  4. Escape, try to get your gear back, and meet Zbyshek.
MissablePoint of no return. Once you enter Vranik, several side quests are no longer available. Finish anything you still want first.
Outcome

Story-driven point of no return. Bring Pious's dice (or 3,000 groschen). Keeping your bargain with Zbyshek honours your word, while denouncing him gets him hanged.

Tip

Free lockpicks are in the shack left of the barn door, and Erik's trunk key is under the small barrel by his desk. Clear any guard in the office first.

Immersion

Finish side quests before you go, and leave your horse and dog behind. Henry walks in alone as a recruit.

Reward525 groschen
Reveal story outcome

Henry is found out and has to escape Vranik.

126

Payback

MAINStorm Vranik.

Where to findStarts automatically back in Rattay after Vranik.

BringCollect Pirkstein armoury kit
PrepareCollect the Pirkstein armoury kit if your gear wasn't recovered; expect a large battle.
  1. Get your gear back, then report to Bernard and Divish.
  2. Storm Vranik section by section and break the bandits.
  3. Search the homestead and take the letter to Lord Hanush.
Outcome

Story battle, no choices. You must reach Talmberg by 15:00 or it's game over.

Tip

If your gear is still at Vranik, ask Bernard for the Pirkstein armoury chest. Take a polearm from the first inner-wall wave. It stays equipped for the next quest.

Immersion

Ride straight to Talmberg with the army. No detours or errands while the lords wait.

Reward425 groschen
Reveal story outcome

Vranik falls — but the letter shows the lords have been betrayed.

127

Out of the Frying Pan

MAINFind Talmberg taken.

Where to findStarts automatically after Payback.

  1. Take the outer bailey and open the portcullis for the reinforcements.
Outcome

Story-driven, no choices. The ending plays the same whatever you do.

Tip

Killing every bandit in the outer bailey completes the quest even if you never touch the portcullis winch.

Reward650–775 groschen
Reveal story outcome

Sir Istvan Toth has led the lords into a trap and taken Talmberg.

128

Night Raid

MAINSneak into Talmberg for Radzig and Stephanie.

Where to findCaptain Robard of Talmberg, after Out of the Frying Pan.

BringQuiet night gearNighthawk potion
PrepareWear quiet night gear with a Nighthawk potion; gather 60 mint, 30 valerian, 6 wormwood for the Cockerel potions.
  1. See Robard when you're ready; scale the walls and kill the gate guards.
  2. Find Sir Radzig and Lady Stephanie and get out with Sir Hans.
Outcome

Scripted. Whatever you say to Hans, the raid ends the same way. Getting spotted early just turns it into a straight escape.

Tip

Change into dark, quiet gear before talking to Robard. Take down the stairs guard first; follow Hans through the shadows.

Immersion

Follow Hans's route through the shadows and kill only the two gate guards you were sent for.

129

Siege

MAINPrepare the siege camp.

Where to findStarts automatically after Night Raid.

RequiresComplete Rocketeer
Bring60 mint, 30 valerian, 6 wormwoodHerbalist reputation 70+
  1. Talk to Captain Robard, the quartermaster, Sir Divish and Captain Bernard.
  2. Wait for the trebuchet to be built.
  3. Get meat and beer for the camp.
  4. Find a priest willing to come to Talmberg, and a physician from the monastery.
  5. Find a herbalist who can brew something to keep the men awake.
  6. Go and watch the trebuchet test.
  7. Find the northern, western and eastern encampments.
Outcome

Finish every optional task (meat, beer, priest, physician, Cockerel potions) to buff your allies in the coming battles and earn Talmberger.

Tip

Andrew at the Inn in the Glade is the only beer source. Herbalists brew only at high reputation, so otherwise brew 60 yourself. Nicodemus comes readily after In God's Hands.

Immersion

Play the camp's errand-runner on horseback. Visiting each supplier in person makes the siege feel lived-in.

130

Rocketeer

SIDEBring Konrad Kyeser to build the trebuchet.

Where to findMaster Tobias Feyfar, at the start of Siege.

BringLockpicks — Hard chestSpeech or Maintenance
  1. Tobias Feyfar needs Konrad Kyeser to build a trebuchet.
  2. Find Konrad Kyeser at the monastery building site.
  3. Free him from his contract — for example by forging his commission with the scribe — and send him to Talmberg.
  4. Konrad arrives; the trebuchet work begins.
Outcome

Forge the commission, return the original and stop Peychar before Konrad leaves: 1,075 groschen and Feyfar's trunk key. Punching Konrad costs goodwill; freeing Peychar invites attack.

Tip

Konrad's 'password' is a joke, and the scribe needs an hour. Peychar starts picking the lock at about 00:45.

Immersion

Keep the midnight watch in the monastery garden yourself, in dark clothes, rather than skipping time.

131

Cold Steel, Hot Blood

MAINFight at the ford.

Where to findStarts automatically once the trebuchet is built.

BringBow for flanking
PrepareWear high-quality armour for Erik and the trebuchet defence; Speech and Charisma pay off in his interrogation.
  1. Ask Sir Divish what your role is, then hold the ford and help Sir Hanush.
Outcome

Story battle, no choices. The ford holds whatever you do.

Tip

Havel's men go for the Skalitz militia before you. Flank them or shoot them from behind.

Immersion

Stay with the Skalitz men you're leading instead of charging ahead alone.

Reveal story outcome

The enemy strikes first — the battle at the ford decides whether the siege can go on.

132

Family Values

MAINDefend the trebuchet.

Where to findStarts automatically after Cold Steel, Hot Blood.

BringHigh-quality armour vs ErikSpeech and Charisma checks
  1. Rush to defend the trebuchet, then join the briefing in the tent.
Outcome

Story-driven. Passing all four persuasion checks earns the Freud achievement; the story beats stay the same.

Tip

Erik's persuasion stats are high. Wear your best clean armour for the Charisma and Badassness checks.

Reveal story outcome

A revelation about Henry's own family changes everything.

133

An Oath is an Oath

MAINTake Talmberg back.

Where to findStarts automatically after Family Values.

  1. Fire the trebuchet and wait out the two-day bombardment.
  2. Storm the walls with Sir Robard.
  3. Ride with Sir Hans to meet your father.
Outcome

Story-driven, no choices. The finale plays out after the storming.

Tip

The two-day bombardment is free time for errands such as the encampment scouting. Make a hard save before you tell Robard you're ready to attack.

Immersion

Ride beside Hans to Skalitz rather than fast-travelling. It's Henry's road home.

Reveal story outcome

Talmberg is taken back.

134

Vengeance

MAINThe main quest running all game closes out.

Where to findAdded automatically after Homecoming and runs in the background all game.

  1. Its objectives tick off by themselves as the main story moves on.
NoteOn the wiki it stays open when the credits roll — tick it off here at the end.
135

Epilogue

MAINRide north with Sir Hans.

Where to findStarts automatically after An Oath is an Oath.

  1. Meet Margrave Jobst in the Upper Castle during the day, then talk to your father.
  2. Tell Sir Hans you need a couple of days to get ready.
  3. Pick up Margrave Jobst's letter and follow Capon to the camp.
  4. Talk to Capon to end the game.
ImmersionBefore leaving, take a farewell tour: Theresa, Matthew and Fritz, Peshek, and your parents' graves in Skalitz.
Outcome

The game ends when you speak to Sir Hans at the camp. You can free-roam until then.

Tip

Meet Jobst in daylight. Drink a Saviour Schnapps before the final talk with Hans so you can come back to free roam.

Immersion

Use the 'couple of days' to say farewells in Rattay and Skalitz before riding out.

Reveal story outcome

Henry rides out on a new mission alongside Sir Hans Capon.

Appendices

1. Source & changes

Quest order follows u/MistaaIcyJ's list of all quests in the order to start them (r/kingdomcome). It groups quests by location to cut travel. It lists when to start each quest; many run side by side, so finish them when convenient. Summaries, steps and analysis are written for this guide and checked against the KCD Wiki.

  • Delicacies — Moved. The post lists this before A Rock and a Hard Place, but the wiki says Andrew only offers it after Cherchez la Femme.
  • No Rest for the Wicked — Added. Missing from the post; it's the third Hans Capon DLC quest and runs inside Honeyed Words.
  • The King's Silver — Moved. The post lists this at Pribyslavitz, but its author later corrected it: it needs All that Glisters first.
  • Revenge of the Cuman King — Moved. The post lists this at Pribyslavitz, but it needs the Sasau fight club from If You Can't Beat 'em and Unarmed 8.
  • Grouped entries in the post are split into their individual quests: A Woman's Lot, the Madonna of Sasau chapters, Band of Bastards, the monastery side quests and the Pribyslavitz rebuild.
  • Hare Hunt and Sheep in Wolf's Clothing are mutually exclusive; the guide follows the poachers so Emergency Supply stays available.

2. Coverage

TypeQuests
SIDE53
MAIN29
ACTIVITY22
DLC: A Woman's Lot16
DLC: Band of Bastards7
DLC: From the Ashes5
DLC: Hans Capon3
Total135

Treasures of the Past (five treasure maps) has no quest entry — see below.

3. Activities & collectibles

4. Pribyslavitz recruit checklist

RecruitRoleHow to keep them available
AdamInnkeeperBesmirched: return the family cross and all valuables to Adam (he may still join if he gets the money).
MirkaBarmaidMy Friend Timmy: don't kill Timmy yourself.
Matthew & FritzPatronsFinish A Rock and a Hard Place, and don't get them arrested in Gallows Brothers.
Zach or Master OtaArmoursmithRattled: whoever you side with moves to Pribyslavitz.
Swordsmith FinkSwordsmithAfter The Queen of Sheba's Sword, with a bribe or a speech check.
KorneliusTraderAfter Aquarius, with a bribe or a speech check.
KuneshWoodcutterAfter Scavenger, with a bribe or a speech check (his arrival can be buggy).
RaspberryWoodcutterJoins straight away.
Mark or VashekGroomConvince Zora's man Mark or Vashek of Uzhitz.
Silvester / Kochwurst or BrisketBaker / ButcherThrough Judgement disputes.
Andrew, Konrad Hagen, Nicholas—Always decline. Don't waste time on them.

5. Timed quests & points of no return

  1. On the Scent — timed: 3 days — Reeky dies if you're late.
  2. Talmberg Horse Race — timed: be at the Talmberg gate at noon.
  3. Next to Godliness — timed: must finish before morning.
  4. Rattay Tourney — timed: held every week.
  5. Pestilence — timed: villagers start dying after a few days.
  6. In God's Hands — timed: patients start dying after a few days.
  7. ...Is a Friend Indeed — timed: a few days, under a week.
  8. Hare Hunt — Can't be started once Sheep in Wolf's Clothing has begun.
  9. Emergency Supply — timed: 2 days.
  10. At Your Service, My Lady — timed: fails if left too long.
  11. Waldensians — timed: fails if left too long.
  12. Money for Old Rope — timed: about a week.
  13. The Die is Cast — point of no return: Vranik locks out remaining side quests.

6. Good to know

  • Quest links go to kingdomcomedeliverance.wiki.gg; all were checked.
  • Vengeance stays open on the wiki after the credits; tick it off at the end here.
  • The Family Silver has very little wiki detail, so its steps are general.
  • The ~10,800 groschen for Pribyslavitz is an estimate; "Speech above 17" for Marius works around a known bug.
  • Your ticks from the previous version of this guide are carried over automatically where a quest's final step was ticked.